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Use GL_CLAMP_TO_EDGE instead of GL_CLAMP to avoid border texels being sampled.
This avoids some ugly effects when vo_gl2 uses multiple textures. (Note to self: read the specs instead of just copying the old code!). git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@16462 b3059339-0415-0410-9bf9-f77b7e298cf2
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@ -296,8 +296,10 @@ void glCreateClearTex(GLenum target, GLenum fmt, GLint filter,
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glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// Border texels should not be used with CLAMP_TO_EDGE
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// We set a sane default anyway.
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glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border);
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free(init);
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}
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