ogl_beamforming

Ultrasound Beamforming Implemented with OpenGL
git clone anongit@rnpnr.xyz:ogl_beamforming.git
Log | Files | Refs | Feed | Submodules | LICENSE

Commit: 1f2db6c97d7316f2af84c7755cd6d885695ef43c
Parent: 0ca8f70944743bbaca2d670517c25117fa7b1607
Author: Randy Palamar
Date:   Tue, 14 Jan 2025 06:00:58 -0700

ui: use CLAMP_TO_BORDER on view output texture

This was what I intended. A black border is probably the least
egregious thing to use for 1 frame (though transparent also works).

Diffstat:
Mbeamformer.c | 8++++++--
1 file changed, 6 insertions(+), 2 deletions(-)

diff --git a/beamformer.c b/beamformer.c @@ -99,8 +99,12 @@ alloc_output_image(BeamformerCtx *ctx, uv4 output_dim) SetTextureFilter(ctx->fsctx.output.texture, TEXTURE_FILTER_BILINEAR); /* NOTE(rnp): work around raylib's janky texture sampling */ - glTextureParameteri(ctx->fsctx.output.texture.id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTextureParameteri(ctx->fsctx.output.texture.id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + i32 id = ctx->fsctx.output.texture.id; + glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + + f32 border_color[] = {0, 0, 0, 1}; + glTextureParameterfv(id, GL_TEXTURE_BORDER_COLOR, border_color); } }