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authorSamuel Rødal <sroedal@trolltech.com>2009-08-26 15:07:21 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-08-26 15:33:02 (GMT)
commit4337df117dfa429776f2236141b570c4957e4a2a (patch)
tree9189003c45e3c358fe7ee8ddc6ecd7ded6493a2d
parent629e464f2774fc1893760888e676d8e073da5d72 (diff)
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Made brush textures in GL2 engine use correct filtering.
Only use bilinear filtering when SmoothPixmapTransform render hint is used. Reviewed-by: Kim
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index ca33101..95199fa 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -376,6 +376,7 @@ void QGL2PaintEngineExPrivate::useSimpleShader()
void QGL2PaintEngineExPrivate::updateBrushTexture()
{
+ Q_Q(QGL2PaintEngineEx);
// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
Qt::BrushStyle style = currentBrush->style();
@@ -385,7 +386,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true);
- updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
// Gradiant brush: All the gradiants use the same texture
@@ -400,11 +401,11 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
glBindTexture(GL_TEXTURE_2D, texId);
if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
- updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
else if (g->spread() == QGradient::ReflectSpread)
- updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
else
- updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
else if (style == Qt::TexturePattern) {
const QPixmap& texPixmap = currentBrush->texture();
@@ -412,7 +413,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
// TODO: Support y-inverted pixmaps as brushes
ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, true);
- updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
brushTextureDirty = false;
}
@@ -1080,6 +1081,7 @@ void QGL2PaintEngineEx::renderHintsChanged()
Q_D(QGL2PaintEngineEx);
d->lastTexture = GLuint(-1);
+ d->brushTextureDirty = true;
// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
}
@@ -1107,7 +1109,7 @@ void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, c
bool isBitmap = pixmap.isQBitmap();
bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel();
- d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT,
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
}
@@ -1124,7 +1126,7 @@ void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const
QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
GLuint id = texture->id;
- d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT,
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
}
@@ -1139,7 +1141,7 @@ void QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const
glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, textureId);
- d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT,
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
d->drawTexture(dest, src, size, false);
}