So, I was playing 'foobillard' today and noticed that the table was drawn differently on my 965gm laptop compared with the i830 laptop sitting next to it.
The difference is generated from a texture: glGenTextures(1,&tabletexbind); load_png("tabletex_fB_256x256.png",&tabletexw,&tabletexh,&depth,&tabletexdata); glBindTexture(GL_TEXTURE_2D,tabletexbind); gluBuild2DMipmaps(GL_TEXTURE_2D, 1, tabletexw, tabletexh, GL_LUMINANCE, GL_UNSIGNED_BYTE, tabletexdata); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, options_tex_min_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, options_tex_mag_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); It seems unlikely to me that GL_CLAMP was really desired, I think that's supposed to blend the edge pixel with the border color, and the program doesn't bother to set a border color. Setting it to GL_CLAMP_TO_EDGE 'fixes' the problem, making the program look identical on 965gm and i830. Neither the i830 nor 965gm actually support GL_CLAMP natively (yay for d3d-only hardware). The different appearance is caused by the 965 driver mapping GL_CLAMP to GL_CLAMP_TO_BORDER while the i830 maps it to GL_CLAMP_TO_EDGE. The 965 driver has a comment saying that glconform prefers GL_CLAMP_TO_BORDER, while the i830 has a comment saying that the Windows GL driver uses GL_CLAMP_TO_EDGE. Several other drivers (savage, sis, unichrome) map GL_CLAMP to GL_CLAMP_TO_EDGE. What should I do now? 1) Fix the 965 driver to make GL_CLAMP work correctly (icky, and will be slower). 2) Use GL_CLAMP_TO_EDGE in the 965 driver. 3) Use GL_CLAMP_TO_BORDER in the i830 driver. 4) Nothing. -- [EMAIL PROTECTED]
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