From 6c530e99b8a5314bb1e988a00680ba4332ac4abc Mon Sep 17 00:00:00 2001 From: b1indy Date: Tue, 24 Apr 2007 13:23:53 +0000 Subject: UTexture.pas: texture-wrap-mode changed to GL_CLAMP_TO_EDGE - solves some problems where edges of textures were drawn incorrectly UDisplay.pas: simplified generation of fade texture (a little) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@134 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UTexture.pas | 8 ++++---- Game/Code/Menu/UDisplay.pas | 4 ++-- 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 -- cgit v1.2.3