I'm having a lot of trouble with mapping an equirectangular panorama image on to a simple plane. So far i've got the mapping correct so everything shows up exactly where it should. But my problem is that at the point where my texture coordinates jump from 1 to 0 there is a line. But that line is not simply some line. It has pixels with double size than normal. I'm rendering it directly to my screen without a framebuffer inbetween. I tried to enable multisampling but it didn't affect that line at all. I also tried to get rid of that line by just hiding it behind my camera but then I realized when I look up there is always the line no matter where I turn it. In my code this line is always showing up when I do texture coordinate jump with for example "if" or "atan". Does somebody know that problem or at least can somebody reproduce it?
Why is my texture mapping with my fragment shader generating lines at texture coordinate jumps?
306 Views Asked by HenrikD At
1
There are 1 best solutions below
Related Questions in JAVA
- Add image to JCheckBoxMenuItem
- How to access invisible Unordered List element with Selenium WebDriver using Java
- Inheritance in Java, apparent type vs actual type
- Java catch the ball Game
- Access objects variable & method by name
- GridBagLayout is displaying JTextField and JTextArea as short, vertical lines
- Perform a task each interval
- Compound classes stored in an array are not accessible in selenium java
- How to avoid concurrent access to a resource?
- Why does processing goes slower on implementing try catch block in java?
- Redirect inside java interceptor
- Push toolbar content below statusbar
- Animation in Java on top of JPanel
- JPA - How to query with a LIKE operator in combination with an AttributeConverter
- Java Assign a Value to an array cell
Related Questions in OPENGL
- setting OpenGL version in objective-C
- How to run OpenGL version 3.3 (with Intel HD 4000) on Ubuntu 15.04
- Can linear filtering be used for an FBO blit of an MSAA texture to non-MSAA texture?
- How to get shader version from QOpenGLShader?
- "Capture GPU Frame" in XCode -- iOS only?
- Difference between glewGetString(GLEW_VERSION) and glewIsSupported
- Tesselation result flickering - OpenGL/GLSL
- Water rendering in opengl
- Texture mapping consuming physical memory
- Rotating a Cube using Quaternions in PyOpenGL
- Switching from perspective orthographic projection in OpenGL
- FreeType2 and OpenGL : Use unicode
- Should Meshes with and without Skeleton use different Shaders?
- How to get accurate 3D depth from 2D screen mouse click for large scale object in OpenGL?
- Trying to load 2d texture with glTexImage2D, but just getting blank
Related Questions in GLSL
- How to get shader version from QOpenGLShader?
- Tesselation result flickering - OpenGL/GLSL
- Water rendering in opengl
- Should Meshes with and without Skeleton use different Shaders?
- PBO Indexed Color Texture Rendering with Palette in Fragment Shader not working
- Modern GLSL ( opengl 3+ ) : Implementing phong effect correctly;
- Passing grayscale OpenCV image to an OpenGL texture
- OpenGL / weight order independent transparency
- GLSL: How to calculate fragments output RGB value based on Photoshops curve value?
- Fragment shader does not show any colour when compiled with vs2013
- How to access all vertexes within the same patch in Tessellation Control Shader
- OpenGL GLSL: How to implement the concept of gradient map in photoshop using fragment shader?
- Ambient and Specular lighting not working correctly in GLSL
- How to debug transforms in glsl vertex shaders in lwjgl
- Blender GLSL Export to THREE.js
Related Questions in TEXTURES
- Can linear filtering be used for an FBO blit of an MSAA texture to non-MSAA texture?
- Texture mapping consuming physical memory
- Quality not proper while rendering it via threejs r71
- SDL2_image rendering not working properly
- Cocos2D 2.x: Running CCWave action makes sprite disappear
- Creating a Texture2DArray and populate it with solid values
- Projecting a texture from plane to object with Unity
- Textured cube renders blank in DirectX
- Programmatically generate texture for WebGL in JavaScript
- Unable to render a texture on a quad
- OpenGl with C++ - Textures
- Random Line Appearing on Moving Texture Node
- Load multiple OBJ-files together with multple textures
- LibGDX "GwtApplication: exception: Couldn't load image 'a.jpg'
- Android OpenGL es 2.0 Can not reload textures on object.
Related Questions in FRAGMENT-SHADER
- PBO Indexed Color Texture Rendering with Palette in Fragment Shader not working
- GLSL Shader Draws Only Black Screen LWJGL
- Is this GLSL program correct? My cubes are solid black
- GLSL noise function on devices with no high precision fragment shader
- JMonkey Filter Shader - get World Position of Fragment
- Three.js, custom shader and png texture with transparency
- Threejs: make custom shader match the standard rendering
- SKShader to create parallax background
- Switching from 3D to 2D in OpenGL
- Getting exact pixel from texture
- Why is my texture mapping with my fragment shader generating lines at texture coordinate jumps?
- How to make the line color flat instead of gradient in OpengGL ES 2.0?
- WebGL: 2D Fragment Shader With Dynamic Data
- How to disable color interpolation in opengl es 2.0?
- Replace alpha for texture into the shader
Trending Questions
- UIImageView Frame Doesn't Reflect Constraints
- Is it possible to use adb commands to click on a view by finding its ID?
- How to create a new web character symbol recognizable by html/javascript?
- Why isn't my CSS3 animation smooth in Google Chrome (but very smooth on other browsers)?
- Heap Gives Page Fault
- Connect ffmpeg to Visual Studio 2008
- Both Object- and ValueAnimator jumps when Duration is set above API LvL 24
- How to avoid default initialization of objects in std::vector?
- second argument of the command line arguments in a format other than char** argv or char* argv[]
- How to improve efficiency of algorithm which generates next lexicographic permutation?
- Navigating to the another actvity app getting crash in android
- How to read the particular message format in android and store in sqlite database?
- Resetting inventory status after order is cancelled
- Efficiently compute powers of X in SSE/AVX
- Insert into an external database using ajax and php : POST 500 (Internal Server Error)
Popular Questions
- How do I undo the most recent local commits in Git?
- How can I remove a specific item from an array in JavaScript?
- How do I delete a Git branch locally and remotely?
- Find all files containing a specific text (string) on Linux?
- How do I revert a Git repository to a previous commit?
- How do I create an HTML button that acts like a link?
- How do I check out a remote Git branch?
- How do I force "git pull" to overwrite local files?
- How do I list all files of a directory?
- How to check whether a string contains a substring in JavaScript?
- How do I redirect to another webpage?
- How can I iterate over rows in a Pandas DataFrame?
- How do I convert a String to an int in Java?
- Does Python have a string 'contains' substring method?
- How do I check if a string contains a specific word?

This is usually caused by mipmapping. When you wrap the coordinates yourself, such as during conversion to polar coords, the pixels next to the seam end up with large coordinate derivatives, which means the wrong mip level gets sampled.
Probably the best solution here is to check whether you actually need mipmaps in this case. On a skybox it usually does not make much of a difference. Otherwise, you'll have to calculate the level of detail yourself, in order to properly take the jump in coordinates into account.
Yet another way to avoid the issue is to prevent the fragments on both sides of the seam to be rasterized together. You can do that by building your skybox mesh in such a way that a triangle edge always lines up with the seam, so that each side of the seam is in a different triangle.