* 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)
This commit is contained in:
parent
7edcc7d16a
commit
f2baf359ae
6 changed files with 14 additions and 17 deletions
|
@ -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();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue