This isn't a standard cube map.
My cube faces are all on a single texture that's subdivided into an NxM grid. For each light, I render depth/shadow data to a viewport/cell on the grid instead of a unique FBO per face. This saves me FBO changes, texture units, and allows me to render multiple lights and shadows per pass.
CLAMP_TO_EDGE won't work with the subdivided texture because not all edges are on the texture's border.
Clamping UVs in the fragment shader, to not cross cell boundaries, behaves as I'd expect it to but doesn't fix the outline.
BeastX
Member Since 26 Jul 2005Offline Last Active Oct 25 2012 10:07 AM

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