I have encountered visible edges of cube from volume rendering of volume data, it happens when viewing is done at the edges of the cube.
FYI, the artifacts are as below:
FYI, the fragment shader snippet is as below(OpenGL Development Cookbook):
void main()
{
//get the 3D texture coordinates for lookup into the volume dataset
vec3 dataPos = vUV;
vec3 geomDir = normalize((vec3(0.556,0.614,0.201)*vUV-vec3(0.278,0.307,0.1005)) - camPos);
vec3 dirStep = geomDir * step_size;
//flag to indicate if the raymarch loop should terminate
bool stop = false;
//for all samples along the ray
for (int i = 0; i < MAX_SAMPLES; i++) {
// advance ray by dirstep
dataPos = dataPos + dirStep;
stop = dot(sign(dataPos-texMin),sign(texMax-dataPos)) < 3.0f;
//if the stopping condition is true we brek out of the ray marching loop
if (stop)
break;
// data fetching from the red channel of volume texture
float sample = texture(volume, dataPos).r;
float prev_alpha = sample - (sample * vFragColor.a);
vFragColor.rgb = (prev_alpha) * vec3(sample) + vFragColor.rgb;
vFragColor.a += prev_alpha;
if( vFragColor.a>0.99)
break;
}
FYI, the texture is loaded using glTexImage3D with format of GL_RED and a dimension of 556x614x201
FYI, the problem is solved by changing the interpolation parameter of mipmapping to GL_LINEAR from GL_LINEAR_MIPMAP_LINEAR.