mirror of https://github.com/axmolengine/axmol.git
modify the texture.repeatParam to clamp to avoid warping artifacts of skybox
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@ -2440,8 +2440,8 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
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Texture2D::TexParams tRepeatParams;
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tRepeatParams.magFilter = GL_LINEAR;
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tRepeatParams.minFilter = GL_LINEAR;
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tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
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tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
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_textureCube->setTexParameters(tRepeatParams);
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// pass the texture sampler to our custom shader
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@ -2501,8 +2501,8 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
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Texture2D::TexParams tRepeatParams;
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tRepeatParams.magFilter = GL_NEAREST;
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tRepeatParams.minFilter = GL_NEAREST;
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tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
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tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
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_textureCube->setTexParameters(tRepeatParams);
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state->setUniformTexture("u_cubeTex", _textureCube);
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