From 49b0c307cf5ab5f18d34fbbd3e1c83949640bcf7 Mon Sep 17 00:00:00 2001 From: Eskil Abrahamsen Blomfeldt Date: Fri, 11 Sep 2009 14:44:03 +0200 Subject: 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 --- src/opengl/qwindowsurface_gl.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) 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()); -- cgit v0.12