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.
This commit is contained in:
itsmattkc
2019-12-15 02:36:31 +11:00
parent 7d910e8a4f
commit 2067408273
+2 -2
View File
@@ -67,8 +67,8 @@ void olive::gl::PrepareToDraw(QOpenGLFunctions* f) {
f->glGenerateMipmap(GL_TEXTURE_2D);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void olive::gl::Blit(OpenGLShaderPtr pipeline, bool flipped, QMatrix4x4 matrix) {