Files
ladybird/Userland/Libraries/LibGL/Tex/Sampler2D.cpp
Stephan Unverwerth 47a4737110 LibGL: Fix texture sampling texel coordinate calculation
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.
2021-12-19 18:39:26 -08:00

2.8 KiB