From c170ea57ca5a927b22726a730a7eedd274abbcfc Mon Sep 17 00:00:00 2001 From: Andrew Knight Date: Fri, 28 Nov 2014 13:43:12 +0200 Subject: Don't default to HighQualitySubPixelAntialiasing on WinRT The subpixel shader is probably not a good default here because most devices are mobile (can change screen orientation) and have high pixel densities. Furthermore, it breaks text rendering on the Surface RT, where the graphics hardware is too weak to support the number of uniforms the subpixel shader uses. Task-number: QTBUG-41769 Change-Id: I10210af91976ab55e611025c0452a1ee1f3114a9 Reviewed-by: Oliver Wolff Reviewed-by: Eskil Abrahamsen Blomfeldt --- src/quick/scenegraph/qsgcontext.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/quick/scenegraph/qsgcontext.cpp') diff --git a/src/quick/scenegraph/qsgcontext.cpp b/src/quick/scenegraph/qsgcontext.cpp index 90102f1110..99695f058f 100644 --- a/src/quick/scenegraph/qsgcontext.cpp +++ b/src/quick/scenegraph/qsgcontext.cpp @@ -357,7 +357,7 @@ void QSGContext::renderContextInitialized(QSGRenderContext *renderContext) // before without a context. Now the context is ready. if (!d->distanceFieldAntialiasingDecided) { d->distanceFieldAntialiasingDecided = true; -#ifndef Q_OS_WIN +#ifndef Q_OS_WIN32 if (renderContext->openglContext()->isOpenGLES()) d->distanceFieldAntialiasing = QSGGlyphNode::GrayAntialiasing; #endif -- cgit v1.2.3