Hi,
i think i found a workaround that will work for me. I just implemented the
clamping in my fragment shader myself :)
Code:
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2DArray base_texture;
varying vec2 texCoord;
void main()
{
vec4 borderColor =vec4(0.1,0.7,0.2,0.1);
if(texCoord.s<1 && texCoord.s >0 && texCoord.t <1 && texCoord.t
>0)
{
borderColor = texture2DArray(base_texture,
vec3(texCoord.st,1));
}
gl_FragColor = borderColor;
}
No need to buy another graphicscard ;)
Cheers,
Johannes
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=18180#18180
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