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I'm rendering my heightmap in its own render call. then i want to use its color buffer in another shader. i pass it to the shader and it works fine.. as long as the UV-coordinates dont get greater then 1

as soon as they are greater the last pixels of the texture get stretched along the rest of my "surface".

is there some way of getting rid of that?

 

thats how i do it:

 

1) SetShader(heightmapShader)

SetBuffer(heightmapBuffer)

DrawImage(.....)

 

2) BindTexture(GetColorBuffer(heightmapBuffer),....)

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