changed TEXF_CLAMP to use GL_CLAMP_TO_EDGE (GL_EXT_texture_edge_clamp or GL_SGIS_text...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 27 Feb 2003 00:00:31 +0000 (00:00 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 27 Feb 2003 00:00:31 +0000 (00:00 +0000)
commitd1b68af738f16910d737bf64658c64c7f1005871
treec35a4a1168c5c7f22119d48cf59b1352c16c5dc5
parentde891b4f6eed6b10f2184ae910a0c7aa8c6f6b56
changed TEXF_CLAMP to use GL_CLAMP_TO_EDGE (GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp) instead of GL_CLAMP because it's a more useful behavior all-round, also fixed normalization cubemap on non-NVIDIA cards by doing this (I was properly using GL_CLAMP for attenuation texture, but not for normalization cubemap... *slaps self*)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2787 d7cf8633-e32d-0410-b094-e92efae38249
gl_textures.c
glquake.h
vid_shared.c