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Issue 1318 in cocos2d-iphone: CCRenderTexture and edge clamping cocos2d-iphone Fri Feb 03 18:07:07 2012

Status: New
Owner: ----
Labels: Type-Defect Priority-Medium

New issue 1318 by [EMAIL PROTECTED]: CCRenderTexture and edge clamping
http://code.google.com/p/cocos2d-iphone/issues/detail?id=1318

What steps will reproduce the problem?
1. Create CCRenderTexture
2. Create sprite with gradient
3. Attach "swirl" GLSL shader and center at edge of gradient
4. Get UIImage from CCRenderTexture

What is the expected output? What do you see instead?

Expected: swirled gradient

Actual: edges appear to be unclamped or sampled from the wrong side of the texture..

What cocos2d version are you using ?

latest gles20 branch from github

What iOS / Mac SDK are you using ?

iOS 5.0

Debug or Release ?

Both.

Which target device / target OS are you using ?

iPhone 3Gs+, iPad 2+

iOS only: Does this happens on device ? or on the simulator ? or on both ?

My application is constrained to device only.

Mac only: x86 or i386 ?


Please provide any additional information below.

I have attached a few files. IMG_0168.PNG is a capture of the gradient. IMG_0169.PNG is an image of the gradient rendered as a sprite on-screen with "Swirl.fsh" attached to it. IMG_0170.PNG is what happens when the sprite is visited on a CCRenderTexture.

I am expecting IMG_0170.PNG to be the same as IMG_0169.PNG.

Attachments:
        IMG_0168.PNG  260 KB
        IMG_0169.PNG  315 KB
        IMG_0170.PNG  238 KB
        Swirl.fsh  596 bytes

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