Hi,
I am not sure if this is the correct place to post this because I working in OpenGL and CG to create a fluid solver based on the GPU Gems 3 chapter
Real time Simulation and Rendering of 3D Fluids
The code I have at the moment is in CG, and is based on the Render To Volume example in the OpenGL 10 SDK by Nvidia. The example shows a simple solution to the wave equation so I thought it might be the correct place to start.
I set point filtering in the C++ code, however I could not add the 0.5 to the texel coordinates because the fluid tended to diverge quickly in the direction of the corner of the box -I am not sure if CG needs to add the 0.5 to get the texel center.
Edit: I'm convinced its the texel center problem - I found a resource about CG that explains some stuff so I have removed the code for now, I'll repost the program if I can fix it.