When drawing the displayed FBO to the screen, always use bilinear.

Might want to make this an option in the future.
This commit is contained in:
Henrik Rydgård 2013-12-16 16:04:08 +01:00
parent 7de41a3527
commit 34f2f5db98

View file

@ -519,6 +519,11 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
program = draw2dprogram_;
}
// Always use linear filtering when stretching a buffer to the screen. Might want to make this
// an option in the future.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glsl_bind(program);
if (program == postShaderProgram_ && timeLoc_ != -1) {
int flipCount = __DisplayGetFlipCount();