wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.

GL_CLAMP was removed from core profile and probably GL_CLAMP_TO_EDGE was
intended to be used here anyway.
This commit is contained in:
Matteo Bruni 2015-02-09 21:19:50 +01:00 committed by Alexandre Julliard
parent f4da723151
commit b875a4a44a
1 changed files with 4 additions and 4 deletions

View File

@ -315,8 +315,8 @@ void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
@ -3306,8 +3306,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
context_set_draw_buffer(context, drawBuffer);
gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);