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