* s/GL_CLAMP/GL_CLAMP_TO_EDGE/g (If this change appears to cause you problems
and you're using an nVidia graphics card, make sure your 'conformant texture clamp' setting is set to on for ioq3)
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@@ -657,7 +657,7 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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return qfalse;
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}
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stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP );
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stage->bundle[0].image[0] = R_FindImageFile( token, !shader.noMipMaps, !shader.noPicMip, GL_CLAMP_TO_EDGE );
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if ( !stage->bundle[0].image[0] )
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{
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ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
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@@ -1230,11 +1230,8 @@ static void ParseSkyParms( char **text ) {
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for (i=0 ; i<6 ; i++) {
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Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
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, token, suf[i] );
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#ifdef GL_CLAMP_TO_EDGE
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shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP_TO_EDGE );
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#else
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shader.sky.outerbox[i] = R_FindImageFile( ( char * ) pathname, qtrue, qtrue, GL_CLAMP );
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#endif
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if ( !shader.sky.outerbox[i] ) {
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shader.sky.outerbox[i] = tr.defaultImage;
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}
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@@ -2516,7 +2513,7 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
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// if not defined in the in-memory shader descriptions,
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// look for a single supported image file
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//
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image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP );
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image = R_FindImageFile( name, mipRawImage, mipRawImage, mipRawImage ? GL_REPEAT : GL_CLAMP_TO_EDGE );
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if ( !image ) {
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ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
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shader.defaultShader = qtrue;
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