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texture problem

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If your texture coordinates are from 0 to 1 and you''re using bilinear filtering, the bottom pixels of the texture will be visible at the top and vice versa (blended halfway). This will be more visible if it''s using a smaller mipmap so adjusting the texture coordinates won''t always help. Have you tried using CLAMP_TO_EDGE?

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trilinear would be GL_LINEAR_MIPMAP_LINEAR .. But any filtering besides GL_NEAREST (which you don''t want) will have the same problem. It''s just how texture coordinates work.

Edge clamping requires OpenGL 1.2 or later and you use it by putting GL_CLAMP_TO_EDGE (0x812f) in the texture parameters instead of GL_REPEAT or GL_CLAMP.

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