--- deliantra/Deliantra-Client/Client.xs 2006/05/29 02:01:56 1.98 +++ deliantra/Deliantra-Client/Client.xs 2006/06/03 21:57:23 1.101 @@ -1075,19 +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 @@ -1681,10 +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)