Advertisement Jump to content
Sign in to follow this  

OpenGL OpenGL Texture Clamping

This topic is 4971 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

When using GL_LINEAR for texture filtering is there any way to make it clamp say it doesn't read texture coordinates outside the range you specify. For instance, if I specify texture coordinates that make a triangle like so:
* * e /
* e / |
e / * |
/ - - |
Then Whilst at the very edges of the texture it clamps along the long edge it blends the pixels labled 'e' in despite them being outside the specified triangle on the texture. Is there anyway to fix this so it treats the edge of every side the same whether they are backed onto the edge of the texture or not? I don't mind using extensions or what not.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!