use GL_CLAMP_TO_EDGE instead of GL_CLAMP_TO_BORDER
Ultimately it would be nice if nodes could configure this themselves, but CLAMP_TO_BORDER behavior can be written manually into the shader if that behavior is desired, whereas CLAMP_TO_EDGE cannot.
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@@ -67,8 +67,8 @@ void olive::gl::PrepareToDraw(QOpenGLFunctions* f) {
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f->glGenerateMipmap(GL_TEXTURE_2D);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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void olive::gl::Blit(OpenGLShaderPtr pipeline, bool flipped, QMatrix4x4 matrix) {
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