Fix visual artefacting on the Pi
I'm not sure why there was linear filtering when I was rendering at 1:1 pixel ratio, but it did happen. This fixes it by forcing nearest-neighbour. The artefacting was caused by the linear filtering blending with pixels outside the specified texture coordinates, creating lines around everything. Fun fact: the framebuffer technique CSE2 uses is demanding on the Pi (1278x720 runs at 60 FPS when the framebuffer is forced to 852x480, even though all the internal rendering is still 1278x720). I guess rendering those extra 920160 pixels really takes its toll.
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1 changed files with 4 additions and 4 deletions
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@ -664,8 +664,8 @@ Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#ifndef USE_OPENGLES2
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@ -924,8 +924,8 @@ Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width
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free(buffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#ifndef USE_OPENGLES2
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