* 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:
Tim Angus 2008-08-12 19:34:43 +00:00
parent 7edcc7d16a
commit f2baf359ae
6 changed files with 14 additions and 17 deletions

View file

@ -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();