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Re: The MiniGL thread

Subject: Re: The MiniGL thread
by Hans on 2019/3/25 5:37:12

@Raziel

A clamping issue could indeed cause those seams, or some slight differences in vertex coordinates. That's more likely the culprit than a shader compiler bug, especially for a simple skybox.

EDIT: Texture clamping issues are an app/game bug. You need to change the texture's edge clamping rules. Try changing the texture's GL_TEXTURE_WRAP_S/T modes to GL_MIRRORED_REPEAT.

Hans

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