3
votes

Is there an equivalent for

glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

in OpenGL ES2.0 when implementing cubemap samplers? I'm developing a test app on the iPad -- cubemapping a sphere -- and I'm getting seams between each face of the cubemap.

Or if there is no magic glEnable for ES2.0, what is the best way to get rid of the seams?

1
Oops, I found the solution already. Just setting "CLAMP_TO_EDGE" in both directions works! glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);Angus Forbes

1 Answers

4
votes

OpenGL ES does not have the equivalent of desktop GL's ARB_seamless_cube_map functionality.

And no, glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S/T, GL_CLAMP_TO_EDGE) does not count. Seamless cubemapping means that texels from different faces can be blended together. Clamping to the edge means exactly that: clamping to the edge of a face. What you've done is make the seam less noticeable; it's still there.