diff options
author | Philip Jordan <[email protected]> | 2020-01-26 11:36:20 +1300 |
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committer | GitHub <[email protected]> | 2020-01-26 11:36:20 +1300 |
commit | f7921645336c8a2288b2a2ca99e2e1fb2e7f51db (patch) | |
tree | e688ab8462bd21bbdfbade1a70c3553d16aef704 | |
parent | 17f8f4f652eab7f1586e21e72a1ccf4b52ce0a0a (diff) | |
parent | 2287187c5ee451ec90ad3c5a546898387f179c68 (diff) |
Merge pull request #5 from etsinko/hidpi-overlay-fix
Updated pipelines so they use linear interpolation when drawing overlays
An excellent improvement
-rw-r--r-- | src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java | 4 | ||||
-rw-r--r-- | src/main/java/org/jogamp/java3d/JoglPipeline.java | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java b/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java index de2af22..e9e12e0 100644 --- a/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java +++ b/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java @@ -6875,8 +6875,8 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); gl.glBindTexture(GL.GL_TEXTURE_2D, objectId); // set up texture parameter - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); diff --git a/src/main/java/org/jogamp/java3d/JoglPipeline.java b/src/main/java/org/jogamp/java3d/JoglPipeline.java index 9f19ef6..df6ef80 100644 --- a/src/main/java/org/jogamp/java3d/JoglPipeline.java +++ b/src/main/java/org/jogamp/java3d/JoglPipeline.java @@ -7701,8 +7701,8 @@ static boolean hasFBObjectSizeChanged(JoglDrawable jdraw, int width, int height) gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); gl.glBindTexture(GL.GL_TEXTURE_2D, objectId); // set up texture parameter - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); - gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); + gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); |