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Previously we multiplied the interpolated texture coordinates by width - 1 and height - 1 instead of width and height which resulted in some wrongly mapped textures, especially visible in the glquake light maps. This also corrects the wrap mode being wrongly swapped for s/t coordinates. Since we do not have texture borders implemented yet we always use GL_CLAMP_TO_EDGE for all clamping wrap modes for the time being.
2.8 KiB
2.8 KiB