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opengl: use GL_CLAMP_TO_EDGE instead of GL_CLAMP
avoid error spam on select hw
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@@ -1423,8 +1423,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, CBox* pB
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex->m_iTarget, tex->m_iTexID);
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_WRAP_S, 0x2900 /* GL_CLAMP */);
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_WRAP_T, 0x2900);
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (m_RenderData.useNearestNeighbor) {
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glTexParameteri(tex->m_iTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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