Hi Everyone!
I guess this topic is in every forum, but I can’t just find the answer! It doesn’t work, and I am about to give up .
I am using GL_CLAMP_TO_EDGE but seams still are visible.
I am using Visual Basic, and the reference file vbogl.tlb, does not include the GL_CLAMP_TO_EDGE constant; therefore, I defined:
Public Const GL_CLAMP_TO_EDGE = &H812F
This is my texture-loading routine:
(...)
'Create the Mipmapped Texture
glBindTexture glTexture2D,rsTextures(rsTextureSlot)
glTexParameteri glTexture2D, tpnTextureMagFilter, GL_LINEAR
glTexParameteri glTexture2D, tpnTextureMinFilter, GL_LINEAR_MIPMAP_NEAREST
gluBuild2DMipmaps glTexture2D, 3, bmInfo.biWidth, bmInfo.biHeight, tiBGRExt, _
GL_UNSIGNED_BYTE, ByVal VarPtr(baImageData(0))
Call glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
Call glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
Please someone help me get this to work!. Thank you so much all in advance!