Fixed GL_CLAM_TO_EDGE. It's not supported in hardware. Use GL_CLAMP

instead of GL_REPEAT.
This commit is contained in:
Felix Kuehling 2004-12-15 16:59:58 +00:00
parent e9fbc23024
commit 5566127701

View file

@ -1020,8 +1020,10 @@ static void savageUpdateTex0State_s4( GLcontext *ctx )
break;
}
imesa->regs.s4.texCtrl[0].ni.uMode = !(t->texParams.sWrapMode & 0x01);
imesa->regs.s4.texCtrl[0].ni.vMode = !(t->texParams.tWrapMode & 0x01);
imesa->regs.s4.texCtrl[0].ni.uMode =
t->texParams.sWrapMode == GL_REPEAT ? 0 : 1;
imesa->regs.s4.texCtrl[0].ni.vMode =
t->texParams.tWrapMode == GL_REPEAT ? 0 : 1;
switch (t->texParams.minFilter)
{
@ -1222,8 +1224,10 @@ static void savageUpdateTex1State_s4( GLcontext *ctx )
break;
}
imesa->regs.s4.texCtrl[1].ni.uMode = !(t->texParams.sWrapMode & 0x01);
imesa->regs.s4.texCtrl[1].ni.vMode = !(t->texParams.tWrapMode & 0x01);
imesa->regs.s4.texCtrl[1].ni.uMode =
t->texParams.sWrapMode == GL_REPEAT ? 0 : 1;
imesa->regs.s4.texCtrl[1].ni.vMode =
t->texParams.tWrapMode == GL_REPEAT ? 0 : 1;
switch (t->texParams.minFilter)
{