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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-12-13 02:38:34 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-12-13 03:12:28 -0300 |
commit | 15513f08011b92e5cfe12107e197547978e49c93 (patch) | |
tree | a4ed110ffbf6a70e97b8cdbf91395b42731ac235 /src/input_common/sdl/sdl_impl.cpp | |
parent | f845df8651c5d09f514138c7360749fa34f22815 (diff) |
maxwell_to_vk: Approach GL_CLAMP closer to the GL spec
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
Diffstat (limited to 'src/input_common/sdl/sdl_impl.cpp')
0 files changed, 0 insertions, 0 deletions