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-rw-r--r--src/declarative/scenegraph/qsgdefaultglyphnode_p.cpp4
-rw-r--r--src/declarative/scenegraph/qsgdistancefieldglyphcache.cpp16
-rw-r--r--src/declarative/scenegraph/qsgdistancefieldglyphnode_p.cpp8
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);
}
}
}