Matteo Bruni : wined3d: Use GL_CLAMP_TO_EDGE instead of GL_CLAMP.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Feb 10 10:46:04 CST 2015
Module: wine
Branch: master
Commit: b875a4a44ad17e902398a751b15eeb7379a4cab6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b875a4a44ad17e902398a751b15eeb7379a4cab6
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Mon Feb 9 21:19:50 2015 +0100
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.
---
dlls/wined3d/surface.c | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 1753cd0..8aaa82b 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -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);
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