--- deliantra/Deliantra-Client/Client.xs 2006/05/26 18:28:23 1.97 +++ deliantra/Deliantra-Client/Client.xs 2006/06/03 21:57:23 1.101 @@ -969,7 +969,6 @@ float s = SvNV (*hv_fetch (hv, "s", 1, 1)); float t = SvNV (*hv_fetch (hv, "t", 1, 1)); int name = SvIV (*hv_fetch (hv, "name", 4, 1)); - int wrap_mode = SvIV (*hv_fetch (hv, "wrap_mode", 9, 1)); if (items < 5) { @@ -987,12 +986,6 @@ glBindTexture (GL_TEXTURE_2D, name); - if (wrap_mode) - { - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - } - glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x , y ); glTexCoord2f (0, t); glVertex2f (x , y + h); @@ -1082,19 +1075,26 @@ // somewhat hackish, but for textures that require it, it really // improves the look, and most others don't suffer. glBindTexture (GL_TEXTURE_2D, name); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + // use uglier nearest interpolation because linear suffers + // from transparent color bleeding and ugly wrapping effects. + glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } int ox (CFClient::Map self) ALIAS: oy = 1 + x = 2 + y = 3 CODE: switch (ix) { case 0: RETVAL = self->ox; break; case 1: RETVAL = self->oy; break; + case 2: RETVAL = self->x; break; + case 3: RETVAL = self->y; break; } OUTPUT: RETVAL @@ -1564,8 +1564,9 @@ const_iv (GL_TEXTURE_ENV_MODE), const_iv (GL_TEXTURE_WRAP_S), const_iv (GL_TEXTURE_WRAP_T), - const_iv (GL_CLAMP), const_iv (GL_REPEAT), + const_iv (GL_CLAMP), + const_iv (GL_CLAMP_TO_EDGE), const_iv (GL_NEAREST), const_iv (GL_LINEAR), const_iv (GL_NEAREST_MIPMAP_NEAREST), @@ -1687,10 +1688,10 @@ PROTOTYPE: @ CODE: // microsoft visual "c" rounds instead of truncating... - glColor4ub (MIN ((int)(r * 255.f), 255), - MIN ((int)(g * 255.f), 255), - MIN ((int)(b * 255.f), 255), - MIN ((int)(a * 255.f), 255)); + glColor4ub (MIN ((int)(r * 256.f), 255), + MIN ((int)(g * 256.f), 255), + MIN ((int)(b * 256.f), 255), + MIN ((int)(a * 256.f), 255)); void glInterleavedArrays (int format, int stride, char *data)