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-rw-r--r--Game/Code/Classes/UTexture.pas8
-rw-r--r--Game/Code/Menu/UDisplay.pas4
2 files changed, 6 insertions, 6 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 4a8fa786..0eae68a2 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -259,8 +259,8 @@ begin
glGenTextures(1, ActTex);
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if Typ = 'Plain' then begin
// wymiary
@@ -755,8 +755,8 @@ begin
glGenTextures(1, ActTex); // ActText = new texture number
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
if Mipmapping then begin
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index ddbc0d1f..9d13d2a6 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -139,10 +139,10 @@ begin
//Create Fading texture if we're just starting
if myfade = 0 then
begin
- glViewPort((S-1) * 512, 0, 512, 512);
+ glViewPort(0, 0, 512, 512);
ActualScreen.Draw;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (S-1)*512, 0, 512, 512, 0);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 512, 512, 0);
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
if glGetError <> GL_NO_ERROR then
begin