So, my application is to volume render a gray-scale 3D image.
It does this by 3D texturing and uses GLSL to display the values in the texture after clamping the values in data to [0,1]. The problem is, that during rendering, when I try to rotate the volume, there are a bunch of values that are wrongly clamped to either 0 or 1, that is, some data from the image is wrongly displayed.
The same code runs perfectly well on a Windows machine. Is there some difference in the way textures are accessed or clamps are implemented in opengl for windows and mac? Why is there this difference? I have opengl 2.1 on my Mac, and 2.2 on the windows machine if that is of any help.
Thanks
It does this by 3D texturing and uses GLSL to display the values in the texture after clamping the values in data to [0,1]. The problem is, that during rendering, when I try to rotate the volume, there are a bunch of values that are wrongly clamped to either 0 or 1, that is, some data from the image is wrongly displayed.
The same code runs perfectly well on a Windows machine. Is there some difference in the way textures are accessed or clamps are implemented in opengl for windows and mac? Why is there this difference? I have opengl 2.1 on my Mac, and 2.2 on the windows machine if that is of any help.
Thanks