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authorEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>2009-09-11 12:44:03 (GMT)
committerEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>2009-09-11 12:48:15 (GMT)
commit49b0c307cf5ab5f18d34fbbd3e1c83949640bcf7 (patch)
treea8078b93eb2794609465e18c9a02ce4a47f524f4 /src/opengl/qwindowsurface_gl.cpp
parent799c921e27b7321f8b912428e5fb45022a6581bd (diff)
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Do not use FBO as backend for window surface in opengl engine
There are too many platform regressions when using the FBO as a backend for the opengl engine. We need to find whether it's possible to work around them, but for the time being, to preserve compatibility, we only use FBOs when using the opengl2 engine. Example of issue: Smudged text and smudged diagonal lines on Windows XP when running with opengl engine and latest nvidia driver. Reviewed-by: Trond
Diffstat (limited to 'src/opengl/qwindowsurface_gl.cpp')
-rw-r--r--src/opengl/qwindowsurface_gl.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/opengl/qwindowsurface_gl.cpp b/src/opengl/qwindowsurface_gl.cpp
index efea369..c2f05cc 100644
--- a/src/opengl/qwindowsurface_gl.cpp
+++ b/src/opengl/qwindowsurface_gl.cpp
@@ -579,7 +579,8 @@ void QGLWindowSurface::updateGeometry()
#ifdef QT_OPENGL_ES_2
&& (QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit)
#endif
- && (d_ptr->fbo || !d_ptr->tried_fbo))
+ && (d_ptr->fbo || !d_ptr->tried_fbo)
+ && qt_gl_preferGL2Engine())
{
d_ptr->tried_fbo = true;
hijackWindow(window());