I’m using orthographic projection that maps units to pixels 1:1. So if my window is WxH, it will display primitives in 0…W, 0…H with origin in left top corner. This is basically a 2D application. App draws a textured quad of almost full window size (300x300). And it is textured with 2x2 texture. I left default texture wrap modes for both S and T coordinates (GL_REPEAT) and used GL_NEAREST for MIN/MAG filtering parameters. The problem is that I get bottom/right edges of the drawn quad showing colors from top/left edges. Texture coords are 0.0…1.0x0.0…1.0.
As far as I know quad is rasterized into fragments center coordinates of which are inside of the quad, and texture coordinates are assigned to them shouldn’t be <0.0 or >1.0, moreover there shouldn’t be even exact 0.0 and 1.0.
So how does it come to draw repeated? How do I make it draw it correct?
NOTE: I found that this happen only on large quad + small texture.
GPU is GMA950.