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authorSamuel Rødal <sroedal@trolltech.com>2009-08-26 13:20:47 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-08-26 15:33:01 (GMT)
commit629e464f2774fc1893760888e676d8e073da5d72 (patch)
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parent6682b9915d80238ce97594909074aef974a74279 (diff)
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Improved GLSL precision specifiers in GL 2 engine.
The recommended specifiers are lowp for colors / normal vectors, mediump for texture coordinates when a limited range is sufficient, and highp for generic texture coordinates and vertex coordinates / transformation matrices. We used to use mediump for texture coordinate in some places, but since we don't control the texturing scenarios we need to handle the worst case, which is zooming in on part of a large texture (2048x2048) with bilinear filtering. To properly handle this case without color banding mediump is probably not sufficient, so we'll use highp for texture coordinates. Reviewed-by: Tom
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