Re: Texture bleeding

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Fri, 8 Dec 1995 17:33:51 +0100


On Dec 8, 7:36am, halliday++at++cs.sfu.ca wrote:
> Subject: Texture bleeding
> I am running Performer 1.2 on an High Impact, I would like to
> know if the following error is from IGLOO, IMPACT, or from something I am
doing
> wrong.
>
> The material color of geometry drawn after an object with a texture
> is blended with the color of the texture. I have ran the exact same
> program on an Extreme and although incredibly slow, the color
> of the texture does not bleed into other geometry. BTW, in case
> this is a problem that is in IGLOO or IMPACT here is a hack
> fix: give every object without a texture, a white 1x1 pixel
> texture!
> --
> Sean Halliday halliday++at++cs.sfu.ca
>
>-- End of excerpt from halliday++at++cs.sfu.ca

I'm surprised that this hack works, since the texture coordinate which was last
used should still be used for texturing (I suppose you could be getting lucky).
And ofcourse there's also mip mapping which could spoil this cunning plan if
used.

-- 
Angus Dorbie,
Silicon Graphics Ltd, UK
dorbie++at++reading.sgi.com

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