diff options
Diffstat (limited to 'src/quick/scenegraph/util/qsgtexture.cpp')
-rw-r--r-- | src/quick/scenegraph/util/qsgtexture.cpp | 26 |
1 files changed, 20 insertions, 6 deletions
diff --git a/src/quick/scenegraph/util/qsgtexture.cpp b/src/quick/scenegraph/util/qsgtexture.cpp index 1c19876a76..4f11d95e70 100644 --- a/src/quick/scenegraph/util/qsgtexture.cpp +++ b/src/quick/scenegraph/util/qsgtexture.cpp @@ -256,13 +256,15 @@ static void qt_debug_remove_texture(QSGTexture* texture) Specifies how the texture should treat texture coordinates. - \note Texture wrapping needs to be handled explicitly for atlas textures. - - \value Repeat Only the factional part of the texture coordiante is + \value Repeat Only the fractional part of the texture coordinate is used, causing values above 1 and below 0 to repeat. \value ClampToEdge Values above 1 are clamped to 1 and values below 0 are clamped to 0. + + \value MirroredRepeat When the texture coordinate is even, only the + fractional part is used. When odd, the texture coordinate is set to + \c{1 - fractional part}. This value has been introduced in Qt 5.10. */ /*! @@ -607,7 +609,9 @@ void QSGTexture::updateBindOptions(bool force) if (force || d->wrapChanged) { #ifndef QT_NO_DEBUG - if (d->horizontalWrap == Repeat || d->verticalWrap == Repeat) { + if (d->horizontalWrap == Repeat || d->verticalWrap == Repeat + || d->horizontalWrap == MirroredRepeat || d->verticalWrap == MirroredRepeat) + { bool npotSupported = QOpenGLFunctions(QOpenGLContext::currentContext()).hasOpenGLFeature(QOpenGLFunctions::NPOTTextures); QSize size = textureSize(); bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height()); @@ -615,8 +619,18 @@ void QSGTexture::updateBindOptions(bool force) qWarning("Scene Graph: This system does not support the REPEAT wrap mode for non-power-of-two textures."); } #endif - funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, d->horizontalWrap == Repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE); - funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, d->verticalWrap == Repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE); + GLenum wrapS = GL_CLAMP_TO_EDGE; + if (d->horizontalWrap == Repeat) + wrapS = GL_REPEAT; + else if (d->horizontalWrap == MirroredRepeat) + wrapS = GL_MIRRORED_REPEAT; + GLenum wrapT = GL_CLAMP_TO_EDGE; + if (d->verticalWrap == Repeat) + wrapT = GL_REPEAT; + else if (d->verticalWrap == MirroredRepeat) + wrapT = GL_MIRRORED_REPEAT; + funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); + funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); d->wrapChanged = false; } #else |