00001 00002 vector<TexState> texState[10]; 00003 texState[0] = EdgeModeTex( GL_S, GL_CLAMP ) ); 00004 texState[1] = EdgeModeTex( GL_T, GL_REPEAT) ); 00005 texState[2] = FilterTex( GL_NEAREST, GL_NEAREST ); 00006 texState[3] = FuncTex( GL_REPLACE ); 00007 00008 texState << new EdgeModeTex( GL_T, GL_REPEAT) ) << edgeT << filtNear << funcNear; 00009 00010 texState << TS_S_CLAMP << TS_T_CLAMP << EdgeModeTex( GL_T, GL_REPEAT) ) 00011 00012 TexData2<float> texData( GL_RGB, GL_FLOAT, arr2 ); 00013 Tex2D tex2D( texState, texData ); 00014 00015 const EdgeModeTex g_sClamp( GL_S, GL_CLAMP ); 00016 const EdgeModeTex* const TS_S_CLAMP = new EdgeModeTex(GL_S, GL_CLAMP);