I'm running this example,
but changing:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
to:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
And I got a slightly different image at the top and right.
But as can seen from the code:
glBegin(GL_QUADS);
//lower left
glTexCoord2f(0, 0);
glVertex2f(-1.0, -1.0);
//upper left
glTexCoord2f(0, 1.0);
glVertex2f(-1.0, 1.0);
//upper right
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 1.0);
//lower right_
glTexCoord2f(1.0, 0);
glVertex2f(1.0, -1.0);
glEnd();
The texture will not go out of range, why GL_CLAMP matters?