From 206740827359ce0690518b962ef1c2e0dab01b3d Mon Sep 17 00:00:00 2001 From: itsmattkc Date: Sun, 15 Dec 2019 02:36:31 +1100 Subject: [PATCH] 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. --- app/render/backend/opengl/functions.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/app/render/backend/opengl/functions.cpp b/app/render/backend/opengl/functions.cpp index aa31660c9..767cbed65 100644 --- a/app/render/backend/opengl/functions.cpp +++ b/app/render/backend/opengl/functions.cpp @@ -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) {