
Those green lines.
Moderator: Graf Zahl
That was actually doable.DaniJ wrote:One possible solution would be to check for instances where the vertical texture dimension is close to that of the wall segment and if so, draw with the vertical wrap mode set to GL_CLAMP.
DaniJ wrote: A much better approach though, is to handle texturing using a shader as here you can selectively enforce clamping, wrapping, mirroring (etc...) when your input coordinates align to one or more edges of a primitive.
Whilst it is certainly possible, there isn't much to gain from doing the filtering yourself and obviously by doing so you would most likely be circumventing any high-level optimizations that the hardware could leverage.Graf Zahl wrote:How can I do that in a shader? You don't mean I should do the texture filtering myself, do you?DaniJ wrote: A much better approach though, is to handle texturing using a shader as here you can selectively enforce clamping, wrapping, mirroring (etc...) when your input coordinates align to one or more edges of a primitive.