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Diffstat (limited to 'src/quick/scenegraph/qsgdefaultglyphnode_p.cpp')
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp24
1 files changed, 2 insertions, 22 deletions
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
index 16feafe02f..802c92be9f 100644
--- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
@@ -128,28 +128,8 @@ void QSGTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEf
}
}
- if (state.isMatrixDirty()) {
- QMatrix4x4 transform = state.modelViewMatrix();
- qreal xTranslation = transform(0, 3);
- qreal yTranslation = transform(1, 3);
-
- // Remove translation and check identity to see if matrix is only translating.
- // If it is, we can round the translation to make sure the text is pixel aligned,
- // which is the only thing that works with GL_NEAREST filtering. Adding rotations
- // and scales to native rendered text is not a prioritized use case, since the
- // default rendering type is designed for that.
- transform(0, 3) = 0.0;
- transform(1, 3) = 0.0;
- if (transform.isIdentity()) {
- transform(0, 3) = qRound(xTranslation);
- transform(1, 3) = qRound(yTranslation);
-
- transform = state.projectionMatrix() * transform;
- program()->setUniformValue(m_matrix_id, transform);
- } else {
- program()->setUniformValue(m_matrix_id, state.combinedMatrix());
- }
- }
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
class QSG8BitTextMaskShader : public QSGTextMaskShader