{"action":"opened","issue":{"url":"https://api.github.com/repos/kit-ipe/tomo_raycaster2/issues/11","labels_url":"https://api.github.com/repos/kit-ipe/tomo_raycaster2/issues/11/labels{/name}","comments_url":"https://api.github.com/repos/kit-ipe/tomo_raycaster2/issues/11/comments","events_url":"https://api.github.com/repos/kit-ipe/tomo_raycaster2/issues/11/events","html_url":"https://github.com/kit-ipe/tomo_raycaster2/issues/11","id":119189799,"number":11,"title":"Volume bleeds on setSize()","user":{"login":"nicolaisi","id":2225781,"avatar_url":"https://avatars.githubusercontent.com/u/2225781?v=3","gravatar_id":"","url":"https://api.github.com/users/nicolaisi","html_url":"https://github.com/nicolaisi","followers_url":"https://api.github.com/users/nicolaisi/followers","following_url":"https://api.github.com/users/nicolaisi/following{/other_user}","gists_url":"https://api.github.com/users/nicolaisi/gists{/gist_id}","starred_url":"https://api.github.com/users/nicolaisi/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/nicolaisi/subscriptions","organizations_url":"https://api.github.com/users/nicolaisi/orgs","repos_url":"https://api.github.com/users/nicolaisi/repos","events_url":"https://api.github.com/users/nicolaisi/events{/privacy}","received_events_url":"https://api.github.com/users/nicolaisi/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":0,"created_at":"2015-11-27T12:37:36Z","updated_at":"2015-11-27T12:37:36Z","closed_at":null,"body":"whenever we change the size, the volume bleeds. \r\n![screenshot from 2015-11-27 13 30 16](https://cloud.githubusercontent.com/assets/2225781/11441349/b0090b86-950b-11e5-82f4-ed6b2fde4e73.png)\r\n\r\nThis is due to upscaling and downscaling of texture map in GPU. I'm not exactly sure what's going on inside. But this seems to be the case. What I found out is GPU does a bilinear filtering on the texture.\r\n\r\nOne way to solve this is to add extra process to correct the cube edge in shader.\r\n\r\nAs long as this is not solve, setRenderSize() method is only for debugging purposes and not intended for production.\r\n"}}