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execute42

texture tiling & texture borders

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I have multiple textures that share common borders that need to be mapped onto a surface. I'm using bilinear interpolation to sample the textures. Everything works well, except on the border of two adjacent textures as expected. My question is: What is the modern OGL way of dealing with texture borders? I know texture borders as specified in glTexImage2D() is not the way to go because OGL3.0 deprecates them and ATI doesn't support them. So that leaves two possibilities: 1) Manually insert texture borders (i.e. keep the border parameter in glTexImage2D() set to zero but just pad the width and height by two and properly offset texture coordinates). 2) Have a special case is my fragment shader that does the bilinear interpolation manually by fetching texels from adjacent textures and calling mix().

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