Hi:
I'm experiencing a weird problem with my relief mapping shader. The algorithm works fine, Im just applying an offset to every uv per pixel in my pixel shader.
But somehow the edges of the poligons are visible. I don't know why but if you check the screenshots you will see the mesh wireframe, and thats not intentional.
It looks like it is doing some distintion between the inner pixels of the triangles and the border.
I tested it in other computers and it doesnt happens, so it has to be something related to the configuration of my Nvidia 8800 Card.
Does anybody know why?
Thanks a lot
I'm experiencing a weird problem with my relief mapping shader. The algorithm works fine, Im just applying an offset to every uv per pixel in my pixel shader.
But somehow the edges of the poligons are visible. I don't know why but if you check the screenshots you will see the mesh wireframe, and thats not intentional.
It looks like it is doing some distintion between the inner pixels of the triangles and the border.
I tested it in other computers and it doesnt happens, so it has to be something related to the configuration of my Nvidia 8800 Card.
Does anybody know why?
Thanks a lot