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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-08-12 19:34:43 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-08-12 19:34:43 +0000
commit3e8b6511c08ad62b03d50d3a3147ba17bfcedce5 (patch)
tree5765df4b3604f6cd342381527fc5f3987a598a41 /code/renderer/tr_image.c
parent6de20d7f8a60ca52aa7c0ac5e0651e8dd6b03765 (diff)
downloadioquake3-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.c8
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();