# HG changeset patch # User reimar # Date 1126538128 0 # Node ID f93eaa5ad64de9a8a749f6df0e1046511c6eee21 # Parent ec7036dedee436e7ca7d0401281f0dd4545f77a5 Use GL_CLAMP_TO_EDGE instead of GL_CLAMP to avoid border texels being sampled. This avoids some ugly effects when vo_gl2 uses multiple textures. (Note to self: read the specs instead of just copying the old code!). diff -r ec7036dedee4 -r f93eaa5ad64d libvo/gl_common.c --- a/libvo/gl_common.c Mon Sep 12 14:51:30 2005 +0000 +++ b/libvo/gl_common.c Mon Sep 12 15:15:28 2005 +0000 @@ -296,8 +296,10 @@ glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); - glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + // Border texels should not be used with CLAMP_TO_EDGE + // We set a sane default anyway. glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border); free(init); }