where width is a uniform float giving the number of pixels in that dimension.
In other words, the curr pixel copies from the one to its left. This is being done on an FBO so if I initialize a single pixel wide line along the vertical axis, that line should travel across the screen. Instead, its propagation is uneven.
Please see image at: http://yfrog.com/71screenshot20101113at544p
When I change these parameters for my bound texture, the unevenness of the propagation changes.
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
But I can’t seem to get it right.
I’m ping-ponging two FBOs that have four target textures each.
I’ve written a simple test program where on each iteration, each pixel copies its neighbor to the left. Here’s the trick though:
If the FBO has textures A,B,C and D, pixels in the first vertical column of texture B should copy from the last column of texture A.
I think I’ve worked out the neighbor rules within the textures properly and it seems like the problem has something to do the texture wrapping and interpolation parameters.