Results 1 to 3 of 3


  1. #1
    Senior Member Regular Contributor
    Join Date
    Apr 2012


    Can we say that output of GL_CLAMP_TO_EDGE and GL_SEAMLESS_CUBEMAP will be the same?
    What is difference between two in cubemap textures?

  2. #2
    Newbie OpenGL Pro
    Join Date
    Jan 2007
    They're not the same.

    Consider a case where a cubemap is being sampled with a texcoord of 0.9999 and linear filtering is enabled. As we know, linear filtering will use a weighted average of adjacent texels to derive the final result.

    With clamp-to-edge these adjacent texels will all come from the same cubemap face.

    With seamless these adjacent texels may come from different cubemap faces.

    Why this is important is that in certain cases a cubemap may have visible seams along the edges due to default clamping behaviour; e.g. if you examine the following image:

    You'll see that towards the top-right there's a quite visible hairline "join" where two faces of the cubemap meet up. Seamless would get rid of this.

  3. #3
    Senior Member Regular Contributor
    Join Date
    Apr 2012
    Thanks a lot.!!

Similar Threads

  1. Issue with Nvidia 285.62 and GL_CLAMP_TO_EDGE
    By KrowHell in forum OpenGL: Drivers
    Replies: 0
    Last Post: 02-15-2012, 03:05 AM
  2. Difference between GL_CLAMP and GL_CLAMP_TO_EDGE
    By apapaxionga in forum OpenGL: GLSL
    Replies: 1
    Last Post: 03-23-2011, 08:42 AM
  3. GL_CLAMP_TO_EDGE. Anyone knows it?
    By tiregarfio in forum OpenGL: Basic Coding
    Replies: 1
    Last Post: 07-31-2006, 03:42 AM
  4. Texturing Question/Problem GL_CLAMP GL_CLAMP_TO_EDGE
    By welford in forum OpenGL: Advanced Coding
    Replies: 7
    Last Post: 04-07-2006, 02:52 AM
  5. gl_clamp_to_edge
    By Phoenix in forum OpenGL: Basic Coding
    Replies: 2
    Last Post: 06-24-2003, 12:58 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
Proudly hosted by Digital Ocean