Gandi Posted February 4, 2010 Share Posted February 4, 2010 I'm rendering my heightmap in its own render call. then i want to use its color buffer in another shader. i pass it to the shader and it works fine.. as long as the UV-coordinates dont get greater then 1 as soon as they are greater the last pixels of the texture get stretched along the rest of my "surface". is there some way of getting rid of that? thats how i do it: 1) SetShader(heightmapShader) SetBuffer(heightmapBuffer) DrawImage(.....) 2) BindTexture(GetColorBuffer(heightmapBuffer),....) Quote Link to comment Share on other sites More sharing options...
Rick Posted February 4, 2010 Share Posted February 4, 2010 I'm not big on UV-coordinates but I always thought they had to be between 0 and 1? Quote Link to comment Share on other sites More sharing options...
Niosop Posted February 4, 2010 Share Posted February 4, 2010 Naaa, the can be greater, they'll just either wrap (1.5 == .5) or clamp (1.5 == 1) Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Gandi Posted February 4, 2010 Author Share Posted February 4, 2010 hmm if i pass a texture as heightmap it wraps it and now it seems to clamp it.. is there a way of telling it what it shall do? Quote Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2010 Share Posted February 4, 2010 Disable the clamp on the heightmap texture while using it. See ClampTexture(). Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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