From 7b51251608a58fc773b4370a22d1cca35cc13817 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Max=20=F0=9F=91=A8=F0=9F=8F=BD=E2=80=8D=F0=9F=92=BB=20Copl?= =?UTF-8?q?an?= Date: Wed, 11 Feb 2026 14:36:39 -0800 Subject: [PATCH] fix(examples): don't bleed fog when on edge Steps to reproduce: 1. play textures_fog_of_war example 2. Move player to edge of screen 3. Note the light bleeds to the other side of the screen --- examples/textures/textures_fog_of_war.c | 1 + 1 file changed, 1 insertion(+) diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c index ea98b03ce..1354d7124 100644 --- a/examples/textures/textures_fog_of_war.c +++ b/examples/textures/textures_fog_of_war.c @@ -68,6 +68,7 @@ int main(void) // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY); SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR); + SetTextureWrap(fogOfWar.texture, TEXTURE_WRAP_CLAMP); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------