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* s/GL_CLAMP/GL_CLAMP_TO_EDGE/g (If this change appears to cause you problems
and you're using an nVidia graphics card, make sure your 'conformant texture clamp' setting is set to on for ioq3)
This commit is contained in:
parent
7edcc7d16a
commit
f2baf359ae
6 changed files with 14 additions and 17 deletions
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@ -776,8 +776,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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} else {
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if (dirty) {
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// otherwise, just subimage upload it so that drivers can tell we are going to be changing
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@ -818,8 +818,8 @@ void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int
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qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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} else {
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if (dirty) {
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// otherwise, just subimage upload it so that drivers can tell we are going to be changing
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@ -205,7 +205,7 @@ static void R_LoadLightmaps( lump_t *l ) {
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}
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}
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tr.lightmaps[i] = R_CreateImage( va("*lightmap%d",i), image,
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LIGHTMAP_SIZE, LIGHTMAP_SIZE, qfalse, qfalse, GL_CLAMP );
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LIGHTMAP_SIZE, LIGHTMAP_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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}
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if ( r_lightmap->integer == 2 ) {
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@ -493,7 +493,7 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
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}
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//Com_sprintf (name, sizeof(name), "fonts/fontImage_%i_%i", imageNumber++, pointSize);
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image = R_CreateImage(name, imageBuff, 256, 256, qfalse, qfalse, GL_CLAMP);
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image = R_CreateImage(name, imageBuff, 256, 256, qfalse, qfalse, GL_CLAMP_TO_EDGE);
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h = RE_RegisterShaderFromImage(name, LIGHTMAP_2D, image, qfalse);
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for (j = lastStart; j < i; j++) {
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font->glyphs[j].glyph = h;
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@ -199,7 +199,7 @@ void R_ImageList_f( void ) {
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case GL_REPEAT:
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ri.Printf( PRINT_ALL, "rept " );
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break;
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case GL_CLAMP:
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case GL_CLAMP_TO_EDGE:
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ri.Printf( PRINT_ALL, "clmp " );
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break;
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default:
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@ -1004,7 +1004,7 @@ static void R_CreateDlightImage( void ) {
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data[y][x][3] = 255;
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}
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}
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tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP );
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tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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}
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@ -1094,7 +1094,7 @@ static void R_CreateFogImage( void ) {
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// standard openGL clamping doesn't really do what we want -- it includes
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// the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
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// what we want.
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tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP );
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tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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ri.Hunk_FreeTempMemory( data );
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borderColor[0] = 1.0;
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@ -1172,7 +1172,7 @@ void R_CreateBuiltinImages( void ) {
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for(x=0;x<32;x++) {
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// scratchimage is usually used for cinematic drawing
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tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP );
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tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP_TO_EDGE );
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}
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R_CreateDlightImage();
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@ -103,7 +103,7 @@ typedef struct image_s {
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qboolean mipmap;
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qboolean allowPicmip;
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int wrapClampMode; // GL_CLAMP or GL_REPEAT
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int wrapClampMode; // GL_CLAMP_TO_EDGE or GL_REPEAT
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struct image_s* next;
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} image_t;
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@ -657,7 +657,7 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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return qfalse;
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}
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stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP );
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stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP_TO_EDGE );
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if ( !stage->bundle[0].image[0] )
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{
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ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
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@ -1230,11 +1230,8 @@ static void ParseSkyParms( char **text ) {
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for (i=0 ; i<6 ; i++) {
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Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
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, token, suf[i] );
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#ifdef GL_CLAMP_TO_EDGE
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shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP_TO_EDGE );
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#else
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shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP );
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#endif
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if ( !shader.sky.outerbox[i] ) {
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shader.sky.outerbox[i] = tr.defaultImage;
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}
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@ -2516,7 +2513,7 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
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// if not defined in the in-memory shader descriptions,
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// look for a single supported image file
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//
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image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP );
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image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP_TO_EDGE );
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if ( !image ) {
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ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
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shader.defaultShader = qtrue;
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