{
int32_t i, w, h;
float trans[16];
+ GLint filter;
pepper_view_get_size(node->view, &w, &h);
surface_opaque = pepper_surface_get_opaque_region(surface);
for (i = 0; i < 16; i++)
trans[i] = (float)gt->proj_mat.m[i];
+ filter = (node->transform.flags <= PEPPER_MATRIX_TRANSLATE) ? GL_NEAREST : GL_LINEAR;
for (i = 0; i < state->num_planes; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, state->textures[i]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
}
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
pixman_box32_t *rects;
GLfloat vertex_array[16];
float trans[16];
+ GLint filter;
pixman_region32_init(&repaint);
pixman_region32_intersect(&repaint, &node->visible_region, damage);
trans[i] = (float)tmp.m[i];
}
+ filter = (node->transform.flags <= PEPPER_MATRIX_TRANSLATE) ? GL_NEAREST : GL_LINEAR;
for (i = 0; i < state->num_planes; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, state->textures[i]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
}
pepper_view_get_position(node->view, &x, &y);