I’m programming in Cg in an Opengl program (using NV30emulate).
I try to store textures coordinates (u,v) in a texture (used for indirection), but the bilinear interpolation of theses (u,v) is not fine enough. As a result, in the final image, the texture seems to be rendered as a GL_NEAREST mapping.
Notice that when bilinear interpolation is used for final color, no visual artifacts are presents. The problem is that the indirection map requires more precision.
Do someone know what is the type (GL_RGBA,GL_RGBA16,float, etc.) used by the hardware to compute the bilinear interpolation ?
I’ve supposed that it was the texture storage format, but using GL_RGBA16 inside of GL_RGBA8 do not change anything…
Please help me…