Actually everything should work as expected when using clamp.. Otherwise one filters texels from the other side of the sphere (=the opposite pole texels) which lead to some visible artifacts..
The problem goes much deeper here: Turns out i was just lucky when implementing the kinda fake lighting for the ball<->playfield reflection, as the lights are just plain ignored and the envmap just looks up a wrong value. I am on this (and it drives me already insane
).
But as an intermediate workaround your commit is good, thanks!!
I struggled a lot with this in OpenGL so take a look at the ballshader in the VPVR version for possible solution. ![]()



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