GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583

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Henrik Rydgård committed 2018-02-07 19:49:58 +01:00
1 parent b7dfc743f9
commit ce16547854
7 files changed
+30 -14

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@@ -423,11 +423,11 @@ void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float
pos[i * 3 + 1] = pos[i * 3 + 1] * invDestH - 1.0f;
}
// Upscaling postshaders doesn't look well with linear
// Upscaling postshaders don't look well with linear
if (flags & DRAWTEX_LINEAR) {
render_->SetTextureSampler(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
} else {
render_->SetTextureSampler(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
}
Simple2DVertex verts[4];