I implemented all four modes (including mirror).  Frankly,
implementing those is pretty trivial.  I just need to make sure that I
got then RIGHT.

Have a look at the texture sample function.


On Sat, 15 Jan 2005 14:54:47 +0100, Nicolas Capens <[EMAIL PROTECTED]> wrote:
> CLAMP means the texture coordinates are kept in the [0, 1] range but due to
> filtering the sampled texels can wrap. So when you're sampling really close
> to the edge of a texture two texels could be read at this edge and two on
> the opposite edge.
> 
> CLAMP_TO_EDGE makes sure all individual texel locations are clamped.
> 
> CLAMP_TO_BORDER replaces the color of any texels which would be located
> outside the texture to be replaced by the border color.
> 
> I suggest to implement CLAMP or CLAMP_TO_EDGE, depending on hardware cost.
> CLAMP_TO_BORDER is not commonly supported nor used by many applications.
> 
> 
> ----- Original Message -----
> From: "Timothy Miller" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Friday, January 14, 2005 9:14 PM
> Subject: [Open-graphics] border colors???
> 
> >I don't quite understand CLAMP_TO_EDGE and CLAMP_TO_BORDER.  The wording is
> >unclear to me.  Can someone help me out?
> >
> > Also, do textures have a single border color?
> >
> >
> > Here's my interpretation:
> >
> >
> > For CLAMP_TO_EDGE, any texels outside the boundaries of the texture sample
> > from the boundary.
> >
> > For CLAMP_TO_BORDER, any texels outside the bounds of the texture sample
> > from a constant.
> >
> >
> > Is this right?
> >
> >
> > Thanks.
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> 
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