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-rw-r--r--src/render/OpenGL.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 20862a7a..855da879 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -1409,10 +1409,11 @@ void CHyprOpenGLImpl::renderRectWithDamage(const CBox& box, const CHyprColor& co
scissor(nullptr);
}
-void CHyprOpenGLImpl::renderTexture(SP<CTexture> tex, const CBox& box, float alpha, int round, float roundingPower, bool discardActive, bool allowCustomUV) {
+void CHyprOpenGLImpl::renderTexture(SP<CTexture> tex, const CBox& box, float alpha, int round, float roundingPower, bool discardActive, bool allowCustomUV, GLenum wrapX,
+ GLenum wrapY) {
RASSERT(m_renderData.pMonitor, "Tried to render texture without begin()!");
- renderTextureInternalWithDamage(tex, box, alpha, m_renderData.damage, round, roundingPower, discardActive, false, allowCustomUV, true);
+ renderTextureInternalWithDamage(tex, box, alpha, m_renderData.damage, round, roundingPower, discardActive, false, allowCustomUV, true, wrapX, wrapY);
scissor(nullptr);
}
@@ -1477,7 +1478,7 @@ void CHyprOpenGLImpl::passCMUniforms(const SShader& shader, const SImageDescript
}
void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, const CBox& box, float alpha, const CRegion& damage, int round, float roundingPower, bool discardActive,
- bool noAA, bool allowCustomUV, bool allowDim) {
+ bool noAA, bool allowCustomUV, bool allowDim, GLenum wrapX, GLenum wrapY) {
RASSERT(m_renderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex->m_texID > 0), "Attempted to draw nullptr texture!");
@@ -1541,8 +1542,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, const CB
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->m_target, tex->m_texID);
- glTexParameteri(tex->m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(tex->m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->m_target, GL_TEXTURE_WRAP_S, wrapX);
+ glTexParameteri(tex->m_target, GL_TEXTURE_WRAP_T, wrapY);
if (m_renderData.useNearestNeighbor) {
glTexParameteri(tex->m_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);