Win32: use D3DTADDRESS_BORDER in every pass

This commit is contained in:
OV2 2011-12-10 19:17:03 +01:00
parent 468275b2f2
commit 245364b7c1
1 changed files with 2 additions and 0 deletions

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@ -546,6 +546,8 @@ void CD3DCG::Render(LPDIRECT3DTEXTURE9 &origTex, D3DXVECTOR2 textureSize,
pDevice->SetVertexDeclaration(shaderPasses[i].vertexDeclaration);
setVertexStream(shaderPasses[i].vertexBuffer,
shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize,shaderPasses[i].outputSize);
pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);
pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);