(view as text)
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 9abd47a..e3d7de9 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -79,14 +79,20 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
 
 		glBindTexture(GL_TEXTURE_2D, m_efbColor);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 
 		glBindTexture(GL_TEXTURE_2D, m_efbDepth);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 
 		glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 
 		// Bind target textures to the EFB framebuffer.
@@ -144,10 +150,14 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
 
 		glBindTexture(GL_TEXTURE_2D, m_resolvedColorTexture);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
 
 		glBindTexture(GL_TEXTURE_2D, m_resolvedDepthTexture);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
 
 		// Bind resolved textures to resolved framebuffer.