I seem to be having a difference between edge clamping on direct-x and
opengl.   If I have a 64x64 texture with an image of a box on it, and I use
texture coordinates [0,1] in opengl with mode CLAMP it works perfectly,
but in directx it loses the last pixel.  I seem to dimly remember this issue
way back in my mind.  Seemed to me the solution was to add throwaway pixel
border around the texture and use texture coordinates (1/width) ..
(width-1)/width instead of [0,1].

Is this right?  Is there any way around?

Dave Yazel

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