Use clamp instead of border to get rid of some stray lines.
This commit is contained in:
@@ -380,9 +380,11 @@ HRESULT RageDisplay::BeginFrame()
|
||||
|
||||
|
||||
// Don't tile texture coords. This creates ugly wrapping artifacts on textures that have to be rescaled.
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_BORDER );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_BORDER );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BORDERCOLOR, D3DCOLOR_ARGB(0,0,0,0) );
|
||||
DisableTextureWrapping();
|
||||
|
||||
// m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_BORDER );
|
||||
// m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_BORDER );
|
||||
// m_pd3dDevice->SetTextureStageState( 0, D3DTSS_BORDERCOLOR, D3DCOLOR_ARGB(0,0,0,0) );
|
||||
|
||||
|
||||
m_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
|
||||
@@ -803,9 +805,9 @@ void RageDisplay::DisableTextureWrapping()
|
||||
m_pd3dDevice->GetTextureStageState( 0, D3DTSS_ADDRESSU, &dw0 );
|
||||
m_pd3dDevice->GetTextureStageState( 0, D3DTSS_ADDRESSV, &dw1 );
|
||||
|
||||
if( dw0!=D3DTADDRESS_BORDER || dw1!=D3DTADDRESS_BORDER )
|
||||
if( dw0!=D3DTADDRESS_CLAMP || dw1!=D3DTADDRESS_CLAMP )
|
||||
FlushQueue();
|
||||
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_BORDER );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_BORDER );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
|
||||
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user