changeset 16461:f93eaa5ad64d

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!).
author reimar
date Mon, 12 Sep 2005 15:15:28 +0000
parents ec7036dedee4
children fce59530dcfd
files libvo/gl_common.c
diffstat 1 files changed, 4 insertions(+), 2 deletions(-) [+]
line wrap: on
line diff
--- 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);
 }