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