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Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture.
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736f5ab958
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@ -62,7 +62,7 @@ x------- -------- -------- -------- Alpha testing / contour
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-------- -------- -----x-- -------- Texture enable
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-------- -------- -----x-- -------- Texture enable
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-------- -------- ------xx x------- Texture format
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-------- -------- ------xx x------- Texture format
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-------- -------- -------- -------x Alpha enable ?
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-------- -------- -------- -------x Alpha enable ?
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-------- ------x - ------- -------- Never seen set ?
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-------- ------x- -------- -------- Never seen set ?
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-------- -------- -------- -----xx- Always set ?
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-------- -------- -------- -----xx- Always set ?
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-------- -------- -------- -xxxx--- ?
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-------- -------- -------- -xxxx--- ?
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*/
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*/
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@ -797,8 +797,8 @@ bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned
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{
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{
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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glBindTexture(GL_TEXTURE_2D, texID[i]);
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glBindTexture(GL_TEXTURE_2D, texID[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, surfTop);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, surfTop);
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