Texture rendering give a black line around the quad. The problem seem to come from the use of glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR), GL_NEAREST fix the problem. No problem with fglrx or nvidia drivers. OpenGL vendor string: Tungsten Graphics, Inc. OpenGL renderer string: Mesa DRI R200 20041207 AGP 1x TCL OpenGL version string: 1.3 Mesa 6.4.1 Under Ubuntu Dapper
Created attachment 6672 [details] capture of the problem
Looks like a border texel sampling issue. You might try different texture wrap modes, like GL_CLAMP_TO_EDGE to see what happens.
(In reply to comment #2) > Looks like a border texel sampling issue. You might try different texture wrap > modes, like GL_CLAMP_TO_EDGE to see what happens. > GL_CLAMP_TO_EDGE mode fix the problem too, like GL_NEAREST.
So that looks like the rendering is correct. nvidia's behaviour with treating gl_clamp as gl_clamp_to_edge is non-conformant. Probably fglrx picked this up too because some old apps expose bugs with conformant behaviour (the non-conformant behaviour exists because old nvidia hardware can't handle gl_clamp).
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