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Why Use the Texture Clamp Extensions?

When a texture coordinate is clamped using the default OpenGL 1.0 algorithm, and a GL_LINEAR filter or one of the LINEAR mipmap filters is used, the texture sampling filter straddles the edge of the texture image, taking half its sample values from within the texture image and the other half from the texture border.

It is sometimes desirable to alter the default behavior of OpenGL texture clamping operations as follows:

Both clamping extensions are supported for one-, two-, and three-dimensional textures.


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