use GL_CLAMP_TO_EDGE
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@ -1,4 +1,4 @@
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/* $Id: cubemap.c,v 1.1 2000/05/30 01:18:29 brianp Exp $ */
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/* $Id: cubemap.c,v 1.2 2000/06/13 18:45:54 brianp Exp $ */
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/*
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* GL_ARB_texture_cube_map demo
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@ -203,12 +203,15 @@ static void init( void )
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GL_RGB, GL_UNSIGNED_BYTE, image);
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}
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/*
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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*/
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#if 1
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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#else
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#endif
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glEnable(GL_TEXTURE_CUBE_MAP_ARB);
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