Use bilinear filtering.
authorKristian Høgsberg <krh@redhat.com>
Tue, 9 Dec 2008 18:35:35 +0000 (13:35 -0500)
committerKristian Høgsberg <krh@redhat.com>
Tue, 9 Dec 2008 18:35:35 +0000 (13:35 -0500)
egl-compositor.c

index c4c4f11..f58b227 100644 (file)
@@ -254,9 +254,9 @@ egl_surface_create_from_cairo_surface(cairo_surface_t *surface,
        glGenTextures(1, &es->texture);
        glBindTexture(GL_TEXTURE_2D, es->texture);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
                     GL_BGRA, GL_UNSIGNED_BYTE, data);
 
@@ -354,9 +354,9 @@ background_create(const char *filename, int width, int height)
        glGenTextures(1, &background->texture);
        glBindTexture(GL_TEXTURE_2D, background->texture);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pixbuf_width, pixbuf_height, 0,
                     GL_BGR, GL_UNSIGNED_BYTE, data);
 
@@ -655,9 +655,9 @@ notify_surface_attach(struct wl_compositor *compositor,
 
        glBindTexture(GL_TEXTURE_2D, es->texture);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        eglBindTexImage(ec->display, es->surface, GL_TEXTURE_2D);
 }