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From: SourceForge.net <no...@so...> - 2004-07-15 16:48:19
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Bugs item #901422, was opened at 2004-02-20 22:35 Message generated for change (Comment added) made by grantd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901422&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Dair Grant (grantd) Assigned to: Nobody/Anonymous (nobody) Summary: Improve kQ3ShaderUVBoundaryClamp handling Initial Comment: If GL_CLAMP_TO_EDGE is available, the Interactive Renderer should implement kQ3ShaderUVBoundaryClamp with this extension in preference to GL_EDGE. This helps avoid seams between otherwise adjacent textures. ---------------------------------------------------------------------- >Comment By: Dair Grant (grantd) Date: 2004-07-15 16:48 Message: Logged In: YES user_id=439944 Yes, sorry - GL_CLAMP and GL_REPEAT are the built-ins (that we currently use) while GL_CLAMP_TO_EDGE was the final name for the extension (which we should use if it's available). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 2004-07-15 16:29 Message: Logged In: YES user_id=433183 You mean GL_CLAMP, there is no such thing as GL_EDGE. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=901422&group_id=45158 |