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Use mipmaps for texture scaling
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parent
b2c8f77be6
commit
2a896eae5f
@ -239,7 +239,8 @@ void wd_gl_render(struct wd_gl_data *res, struct wd_render_data *info,
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res->textures + res->texture_count);
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for (int i = res->texture_count; i < head_count; i++) {
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glBindTexture(GL_TEXTURE_2D, res->textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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@ -304,6 +305,7 @@ void wd_gl_render(struct wd_gl_data *res, struct wd_render_data *info,
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head->tex_width, head->tex_height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, head->pixels);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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glUniformMatrix4fv(res->texture_color_transform_uniform, 1, GL_FALSE,
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head->swap_rgb ? TRANSFORM_RGB : TRANSFORM_BGR);
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