diff options
author | Samuel Rødal <samuel.rodal@nokia.com> | 2011-10-21 12:37:18 +0200 |
---|---|---|
committer | Qt by Nokia <qt-info@nokia.com> | 2011-10-24 11:22:09 +0200 |
commit | 9539553f02f22058c50361c560872b2f82ae3700 (patch) | |
tree | 866d9f825538c4a88b7d054187bde45956d6635f | |
parent | 83529b68eb8e4d1959b7cc85868ff6ac5ef8d58d (diff) |
Get rid of legacy glTexParameterf calls.
ES 1.0 didn't have glTexParameteri, which is why we sometimes used
glTexParameterf. However, we shouldn't use glTexParameterf because
that's treating integer values as floating point, which is not type
safe. ES 1.1+ and ES 2.x have glTexParameteri, and we don't really care
about supporting ES 1.0 in any case in Qt 5.
Change-Id: I12247e4ffc8cb0e18b0ffca5759d4655b5432008
Reviewed-by: Kim M. Kalland <kim.kalland@nokia.com>
3 files changed, 14 insertions, 14 deletions
diff --git a/src/declarative/scenegraph/qsgdefaultglyphnode_p.cpp b/src/declarative/scenegraph/qsgdefaultglyphnode_p.cpp index e34a4e091f..649c5437f0 100644 --- a/src/declarative/scenegraph/qsgdefaultglyphnode_p.cpp +++ b/src/declarative/scenegraph/qsgdefaultglyphnode_p.cpp @@ -137,8 +137,8 @@ void QSGTextMaskMaterialData::updateState(const RenderState &state, QSGMaterial // 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); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } diff --git a/src/declarative/scenegraph/qsgdistancefieldglyphcache.cpp b/src/declarative/scenegraph/qsgdistancefieldglyphcache.cpp index ec69a64c58..22aced9b2e 100644 --- a/src/declarative/scenegraph/qsgdistancefieldglyphcache.cpp +++ b/src/declarative/scenegraph/qsgdistancefieldglyphcache.cpp @@ -1055,10 +1055,10 @@ void QSGDistanceFieldGlyphCache::createTexture(int width, int height) glBindTexture(GL_TEXTURE_2D, m_textureData->texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); m_textureData->size = QSize(width, height); @@ -1101,10 +1101,10 @@ void QSGDistanceFieldGlyphCache::resizeTexture(int width, int height) glBindTexture(GL_TEXTURE_2D, tmp_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, 0); ctx->functions()->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_texture, 0); diff --git a/src/declarative/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/declarative/scenegraph/qsgdistancefieldglyphnode_p.cpp index 1e8b668444..a7dbb3b7f6 100644 --- a/src/declarative/scenegraph/qsgdistancefieldglyphnode_p.cpp +++ b/src/declarative/scenegraph/qsgdistancefieldglyphnode_p.cpp @@ -179,10 +179,10 @@ void QSGDistanceFieldTextMaterialShader::updateState(const RenderState &state, Q if (updated) { // Set the mag/min filters to be linear. We only need to do this when the texture // has been recreated. - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } } |