Does someone knows the exact difference between those two?
I had some problems using GL_CLAMP today. When I use it and the UV-coordinates go out of the 0..1 range something black gets blended into my texels (all my texels that are out of the 0.1 range are exactly halfed in value. on the extreme edges (where u and v are out of range) I have 1/4 of my color.
GL_CLAMP_TO_EDGE get's rid of that effect and clamps as I would expect it (or better said - as I know clamping from d3d)
I wonder: The spec sais: GL_CLAMP clamps the texture coordinates to 0 and 1. That would be perfectly fine for me, but somehow black blends into the pixels (even if my texture is entirely white).