The base OpenGL provides clamping such that the texture coordinates are limited to exactly the range [0,1]. When a texture coordinate is clamped using this algorithm, the texture sampling filter straddles the edge of the texture image, taking 1/2 its sample values from within the texture image, and the other 1/2 from the texture border. It is sometimes desirable for a texture to be clamped to the border color, rather than to an average of the border and edge colors.
This extension defines an additional texture clamping algorithm. CLAMP_TO_BORDER_ARB clamps texture coordinates at all mipmap levels such that
NEAREST and LINEAR filters return only the color of the border texels.
Promoted to core in OpenGL 1..
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_CLAMP_TO_BORDER_ARB
Accepted by the |
| Access | Constructor and Description |
|---|---|
| private |
| GL_CLAMP_TO_BORDER_ARB | back to summary |
|---|---|
| public static final int GL_CLAMP_TO_BORDER_ARB Accepted by the | |
| ARBTextureBorderClamp | back to summary |
|---|---|
| private ARBTextureBorderClamp() | |