From d2483d86f80e6b6f8c543ea8fb58233751be7628 Mon Sep 17 00:00:00 2001 From: Jules Fouchy Date: Wed, 3 Apr 2024 21:51:10 +0200 Subject: [PATCH] Use ClampToEdge instead of Repeat for the texture sampler --- backends/imgui_impl_wgpu.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 618dbb4ccb84..8d5f6c16c359 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -536,9 +536,9 @@ static void ImGui_ImplWGPU_CreateFontsTexture() sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.magFilter = WGPUFilterMode_Linear; sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; - sampler_desc.addressModeU = WGPUAddressMode_Repeat; - sampler_desc.addressModeV = WGPUAddressMode_Repeat; - sampler_desc.addressModeW = WGPUAddressMode_Repeat; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; sampler_desc.maxAnisotropy = 1; bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); }