From 34f2f5db987ee4b5e1a9f9cb945b4f65c87345ce Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 16 Dec 2013 16:04:08 +0100 Subject: [PATCH] When drawing the displayed FBO to the screen, always use bilinear. Might want to make this an option in the future. --- GPU/GLES/Framebuffer.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index c3b75062db..88b51f04e6 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -519,6 +519,11 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo program = draw2dprogram_; } + // Always use linear filtering when stretching a buffer to the screen. Might want to make this + // an option in the future. + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glsl_bind(program); if (program == postShaderProgram_ && timeLoc_ != -1) { int flipCount = __DisplayGetFlipCount();