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Editorial Team
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Editorial Team
Asked: June 16, 20262026-06-16T00:06:13+00:00 2026-06-16T00:06:13+00:00

Im working on my game project with OGL 3.2 and I was using GL_REPEAT

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Im working on my game project with OGL 3.2 and I was using GL_REPEAT in the texture parameters to set up my terrain very fast by defining ST coordinates more than (1;1). But now, when I’ve added a skybox, an edges between skybox textures looks very scratchy and I don’t want them to be. I can remove them by using GL_CLAMP_TO_EDGE parameter, but terrain texture renders wrong without GL_REPEAT parameter. So I must choose between GL_REPEAT and GL_CLAMP_TO_EDGE. If I switch it to GL_CLAMP_TO_EDGE I can’t use GL_REPEAT advantage and have to divide my terrain to smaller chunks and give texture to each one by one, which is (in my opinion) very inefficient, especially when I want huge sized map.

Is there any way to use both advantages of GL_REPEAT and GL_CLAMP_TO_EDGE or maybe there is some more awesome way to solve this which I don’t know?

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  1. Editorial Team
    Editorial Team
    2026-06-16T00:06:14+00:00Added an answer on June 16, 2026 at 12:06 am

    You can use both at once. The texture wrapping mode is stored on a per-texture basis, so use GL_REPEAT for your ground texture and GL_CLAMP_TO_EDGE for your sky texture.

    Set it for each texture immediately after (or immediately before, just as long as the texture is bound) uploading the texture image.

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