Set texture interpolation to nearest to prevent fringing
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@ -538,7 +538,7 @@ int add_module_gl_constants(PyObject *module) {
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GLC(GL_MAX_ARRAY_TEXTURE_LAYERS);
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GLC(GL_MAX_TEXTURE_SIZE);
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GLC(GL_TEXTURE_2D_ARRAY);
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GLC(GL_LINEAR); GLC(GL_CLAMP_TO_EDGE);
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GLC(GL_LINEAR); GLC(GL_CLAMP_TO_EDGE); GLC(GL_NEAREST);
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GLC(GL_TEXTURE_MIN_FILTER); GLC(GL_TEXTURE_MAG_FILTER);
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GLC(GL_TEXTURE_WRAP_S); GLC(GL_TEXTURE_WRAP_T);
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GLC(GL_UNPACK_ALIGNMENT);
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@ -16,11 +16,12 @@ from .fast_data_types import (
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glGetAttribLocation, glUseProgram, glBindVertexArray, GL_TEXTURE0,
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GL_TEXTURE1, glGetIntegerv, GL_MAX_ARRAY_TEXTURE_LAYERS, glBufferData,
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GL_MAX_TEXTURE_SIZE, glDeleteTexture, GL_TEXTURE_2D_ARRAY, glGenTextures,
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glBindTexture, glTexParameteri, GL_LINEAR, GL_CLAMP_TO_EDGE, glDeleteBuffer,
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glBindTexture, glTexParameteri, GL_CLAMP_TO_EDGE, glDeleteBuffer,
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GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S,
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GL_TEXTURE_WRAP_T, glGenBuffers, GL_R8, GL_RED, GL_UNPACK_ALIGNMENT, GL_UNSIGNED_BYTE,
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GL_STATIC_DRAW, GL_TEXTURE_BUFFER, GL_RGB32UI, glBindBuffer, glPixelStorei,
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glTexBuffer, glActiveTexture, glTexStorage3D, glCopyImageSubData, glTexSubImage3D
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GL_NEAREST, GL_TEXTURE_WRAP_T, glGenBuffers, GL_R8, GL_RED,
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GL_UNPACK_ALIGNMENT, GL_UNSIGNED_BYTE, GL_STATIC_DRAW, GL_TEXTURE_BUFFER,
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GL_RGB32UI, glBindBuffer, glPixelStorei, glTexBuffer, glActiveTexture,
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glTexStorage3D, glCopyImageSubData, glTexSubImage3D
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)
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GL_VERSION = (3, 3)
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@ -71,8 +72,8 @@ class Sprites:
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tgt = GL_TEXTURE_2D_ARRAY
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tex = glGenTextures(1)
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glBindTexture(tgt, tex)
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glTexParameteri(tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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glTexParameteri(tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(tgt, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(tgt, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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znum = self.z + 1
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