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author | Gunnar Sletta <gunnar.sletta@jollamobile.com> | 2014-04-15 07:23:57 +0200 |
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committer | The Qt Project <gerrit-noreply@qt-project.org> | 2014-04-15 14:28:35 +0200 |
commit | 3c560fcbff1de8e753b9f122b58cd105d6dc5140 (patch) | |
tree | d1a7439cad8e9f37c6696c518630d0b6299cd9b5 /src | |
parent | ff0857541d5d391c7c03cce5893b41dd9b35e7fa (diff) |
Disable mipmap filtering by default in texture materials.
15999f14f146b5c04fb40b31b69ceeeece273430 changed QSGPlainTexture so it
allows mipmap filtering by default. This requires a call to
glGenerateMipmap() for textures to be valid, if mipmap filtering is
used. Our texture materials follow the GL default which is to use the
somewhat useless GL_NEAREST_MIPMAP_NEAREST. As a result we've had a
number of bugs where textures are used and the call to
glGenerateMipmap() is omitted. This happens for instance when using
QQuickTexture::createTextureFromId().
Generating mipmaps by default is also a serious performance regression.
To remedy this and minimize the impact on existing code, we disable
mipmapping by default.
[ChangeLog][QtQuick][SceneGraph] QSGTextureMaterial and
QSGOpaqueTextureMaterial uses QSGTexture::None as default mipmap mode.
Task-number: QTBUG-38321
Change-Id: Ia9d09fbcf710efb4575938053d0a2046f604a197
Reviewed-by: Caroline Chao <caroline.chao@digia.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/quick/scenegraph/util/qsgtexturematerial.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/quick/scenegraph/util/qsgtexturematerial.cpp b/src/quick/scenegraph/util/qsgtexturematerial.cpp index fcdb4fcdfe..afa535d322 100644 --- a/src/quick/scenegraph/util/qsgtexturematerial.cpp +++ b/src/quick/scenegraph/util/qsgtexturematerial.cpp @@ -152,7 +152,7 @@ void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMa QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial() : m_texture(0) , m_filtering(QSGTexture::Nearest) - , m_mipmap_filtering(QSGTexture::Nearest) + , m_mipmap_filtering(QSGTexture::None) , m_horizontal_wrap(QSGTexture::ClampToEdge) , m_vertical_wrap(QSGTexture::ClampToEdge) { |