clutter-offscreen-effect: Paint with 'nearest' texture filter mode

The texture containing the image for the redirected actor will always
be painted at a 1:1 texel:pixel ratio so there's no need to use linear
filtering. This should also counteract some of the effects of rounding
errors when calculating the geometry for the quad.
This commit is contained in:
Neil Roberts 2011-03-15 16:20:34 +00:00
parent 6910be9b23
commit 1d14e7468b

View File

@ -150,8 +150,18 @@ update_fbo (ClutterEffect *effect, int fbo_width, int fbo_height)
return TRUE;
if (priv->target == COGL_INVALID_HANDLE)
{
priv->target = cogl_material_new ();
/* We're always going to render the texture at a 1:1 texel:pixel
ratio so we can use 'nearest' filtering to decrease the
effects of rounding errors in the geometry calculation */
cogl_material_set_layer_filters (priv->target,
0, /* layer_index */
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
}
texture =
clutter_offscreen_effect_create_texture (self, fbo_width, fbo_height);
if (texture == COGL_INVALID_HANDLE)