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author | Gunnar Sletta <gunnar.sletta@nokia.com> | 2010-11-24 08:44:31 +0100 |
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committer | Gunnar Sletta <gunnar.sletta@nokia.com> | 2010-11-24 08:44:31 +0100 |
commit | 5ca7e1aea44ea92a44e41041de868270d06480db (patch) | |
tree | 8191dfab6021e6bdf2cd9628af33cdb412d9e08c | |
parent | 9a22b0987d916b7b12d0cf444bcae8f213c43cfa (diff) |
Use linear sampling for the text textures.
Otherwise, scaling looks really bad...
-rw-r--r-- | src/adaptationlayers/default/default_glyphnode_p.cpp | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/src/adaptationlayers/default/default_glyphnode_p.cpp b/src/adaptationlayers/default/default_glyphnode_p.cpp index 94a02d3..e6b083f 100644 --- a/src/adaptationlayers/default/default_glyphnode_p.cpp +++ b/src/adaptationlayers/default/default_glyphnode_p.cpp @@ -142,6 +142,13 @@ void TextMaskMaterialData::updateEffectState(Renderer *renderer, AbstractEffect m_program.setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); renderer->setTexture(0, material->texture().data()); + + // Set the mag/min filters to be linear. We only need to do this when the texture + // has been recreated. + if (updated) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } } } @@ -306,7 +313,6 @@ bool TextMaskMaterial::ensureUpToDate() m_texture = QGLTexture2DPtr(QGLTexture2D::fromTextureId(glyphCache()->texture(), QSize(glyphCache()->width(), glyphCache()->height()))); - m_size = glyphCacheSize; return true; |