modify the texture.repeatParam to clamp to avoid warping artifacts of skybox

This commit is contained in:
zhukaixy 2015-05-04 17:43:42 +08:00
parent 2eee11302e
commit a103d792f3
1 changed files with 4 additions and 4 deletions

View File

@ -2440,8 +2440,8 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
Texture2D::TexParams tRepeatParams;
tRepeatParams.magFilter = GL_LINEAR;
tRepeatParams.minFilter = GL_LINEAR;
tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
_textureCube->setTexParameters(tRepeatParams);
// pass the texture sampler to our custom shader
@ -2501,8 +2501,8 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
Texture2D::TexParams tRepeatParams;
tRepeatParams.magFilter = GL_NEAREST;
tRepeatParams.minFilter = GL_NEAREST;
tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
_textureCube->setTexParameters(tRepeatParams);
state->setUniformTexture("u_cubeTex", _textureCube);