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author | tma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-08-12 19:34:43 +0000 |
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committer | tma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2008-08-12 19:34:43 +0000 |
commit | 3e8b6511c08ad62b03d50d3a3147ba17bfcedce5 (patch) | |
tree | 5765df4b3604f6cd342381527fc5f3987a598a41 /code/renderer/tr_image.c | |
parent | 6de20d7f8a60ca52aa7c0ac5e0651e8dd6b03765 (diff) | |
download | ioquake3-aero-3e8b6511c08ad62b03d50d3a3147ba17bfcedce5.tar.gz ioquake3-aero-3e8b6511c08ad62b03d50d3a3147ba17bfcedce5.zip |
* s/GL_CLAMP/GL_CLAMP_TO_EDGE/g (If this change appears to cause you problems
and you're using an nVidia graphics card, make sure your 'conformant texture
clamp' setting is set to on for ioq3)
git-svn-id: svn://svn.icculus.org/quake3/trunk@1445 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer/tr_image.c')
-rw-r--r-- | code/renderer/tr_image.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/code/renderer/tr_image.c b/code/renderer/tr_image.c index c3828cd..2c3b72f 100644 --- a/code/renderer/tr_image.c +++ b/code/renderer/tr_image.c @@ -199,7 +199,7 @@ void R_ImageList_f( void ) { case GL_REPEAT: ri.Printf( PRINT_ALL, "rept " ); break; - case GL_CLAMP: + case GL_CLAMP_TO_EDGE: ri.Printf( PRINT_ALL, "clmp " ); break; default: @@ -1004,7 +1004,7 @@ static void R_CreateDlightImage( void ) { data[y][x][3] = 255; } } - tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP ); + tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE ); } @@ -1094,7 +1094,7 @@ static void R_CreateFogImage( void ) { // standard openGL clamping doesn't really do what we want -- it includes // the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does // what we want. - tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP ); + tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP_TO_EDGE ); ri.Hunk_FreeTempMemory( data ); borderColor[0] = 1.0; @@ -1172,7 +1172,7 @@ void R_CreateBuiltinImages( void ) { for(x=0;x<32;x++) { // scratchimage is usually used for cinematic drawing - tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP ); + tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP_TO_EDGE ); } R_CreateDlightImage(); |