Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9201065
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 17, 20262026-06-17T22:54:55+00:00 2026-06-17T22:54:55+00:00

I’m repeating a texture in the vertex shader (for storage, not for repeating at

  • 0

I’m repeating a texture in the vertex shader (for storage, not for repeating at the spot). Is this the right way? I seem to lose precision somehwere.

varying vec2 texcoordC;

texcoordC = gl_MultiTexCoord0.xy;
texcoordC *= 10.0;
texcoordC.x = mod(texcoordC.x, 1.0);
texcoordC.y = mod(texcoordC.y, 1.0);

ADDED: I then save (storage) the texcoord in the color, print it to the texture and later use that texture again. When I retrieve the color from the texture, I find the texcoords and use them to apply a texture in postprocess. There’s a reason I want it this way, that I won’t go into. I get it that the texcoords will be limited by the color’s precision, that is alright as my texture is 256 in width and height.

I know normally I would set the texcoords with glTexcoord2f to higher than 1.0 to repeat (and using GL_REPEAT), but I am using a modelloader which I am to lazy to edit, as I think it is not necessary/not the easiest way.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-17T22:54:56+00:00Added an answer on June 17, 2026 at 10:54 pm

    There are (at least) two ways in which this could go wrong:

    Firstly yes, you will lose precision. You are essentially taking the fractional part of a floating point number, after scaling it up. This essentially throws some of the number away.

    Secondly, this probably won’t work anyway, not for most typical uses. You are trying to tile a texture per-vertex, but the texture is interpolated across a polygon. So this technique could tile the texture differently on different vertices of the same polygon, resulting in a bit of a mess.

    i.e.

    If vertex1 has a U of 1.5 (after scaling), and vertex2 has a U of 2.2, then you expect the interpolation to give increasing values between those points, with the half-way point having a U of 1.85.

    If you take the modulo at each vertex, you will have a U of 0.5, and a U of 0.2 respectively, resulting in a decreasing U, and a half-way point with a U of 0.35…

    Textures can be tiled just be enabling tiling on the texture/sampler, and using coordinates outside the range 0->1. If you really want to increase sampling accuracy and have a large amount of tiling, you need to wrap the UV coordinates uniformly across whole polygons, rather than per-vertex. i.e. do it in your data, not in the vertex shader.

    For your case, where you’re trying to output the UV coordinates into a buffer for some later purpose, you could clamp/wrap the UVs in the pixel shader. So multiply up the UV in the vertex shader, interpolate it across the polygon correctly, and then apply the modulo only when writing to the buffer.

    However I still think you’ll have precision issues as you’re losing all the sub-pixel information. Whether or not that’s a problem for the technique you’re using, I don’t know.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

this is what i have right now Drawing an RSS feed into the php,
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I'm not entirely sure how I managed to jack this up. http://pretty-senshi.com If you
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
link Im having trouble converting the html entites into html characters, (&# 8217;) i
For some reason, after submitting a string like this Jack’s Spindle from a text
I have this code to decode numeric html entities to the UTF8 equivalent character.
I have this code: - (void)parser:(NSXMLParser *)parser foundCDATA:(NSData *)CDATABlock { NSString *someString = [[NSString
This could be a duplicate question, but I have no idea what search terms
I know there's a lot of other questions out there that deal with this

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.