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-rw-r--r--src/renderer/tr_image.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/renderer/tr_image.c b/src/renderer/tr_image.c
index a2e92e49..836433b5 100644
--- a/src/renderer/tr_image.c
+++ b/src/renderer/tr_image.c
@@ -200,7 +200,7 @@ void R_ImageList_f( void ) {
case GL_REPEAT:
ri.Printf( PRINT_ALL, "rept " );
break;
- case GL_CLAMP:
+ case GL_CLAMP_TO_EDGE:
ri.Printf( PRINT_ALL, "clmp " );
break;
default:
@@ -1005,7 +1005,7 @@ static void R_CreateDlightImage( void ) {
data[y][x][3] = 255;
}
}
- tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP );
+ tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE );
}
@@ -1095,7 +1095,7 @@ static void R_CreateFogImage( void ) {
// standard openGL clamping doesn't really do what we want -- it includes
// the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
// what we want.
- tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP );
+ tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP_TO_EDGE );
ri.Hunk_FreeTempMemory( data );
borderColor[0] = 1.0;
@@ -1173,7 +1173,7 @@ void R_CreateBuiltinImages( void ) {
for(x=0;x<32;x++) {
// scratchimage is usually used for cinematic drawing
- tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP );
+ tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP_TO_EDGE );
}
R_CreateDlightImage();