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Feb 20th, 2018
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  1. byte cutoff[2] = {0, 255};
  2.  
  3. m_iClipperTexture = current_ext_texture_id; current_ext_texture_id++;
  4. glBindTexture(GL_TEXTURE_2D, m_iClipperTexture);
  5. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  6. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  8. glTexImage2D(GL_TEXTURE_2D, 0, 3, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, cutoff);
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