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authorLuboš Luňák <l.lunak@collabora.com>2015-01-20 15:41:51 +0100
committerLuboš Luňák <l.lunak@collabora.com>2015-01-27 18:42:48 +0100
commitc44ee2beb3d8bbe932dd8799f818a2c61a078810 (patch)
treece2b870621b0d4e7b77a567029f05875c70036bb /vcl/opengl/scale.cxx
parentdf290c63451723ae05833cf5f13342d4c93f94cc (diff)
when drawing a transformed bitmap in opengl backend, scale it better
The plain scaling is rather rough, and in fact drawing a scaled bitmap the normal way gives much better results (because OutputDevice pre-scales the bitmap before it's drawn). This one may be a bit slow perhaps, but hopefully nobody there's no code that'd extensively use bitmap drawing with custom transformations (wishful thinking). Change-Id: I83e05307adfaeac0ed0757f1a0b2603f64caf8f8
Diffstat (limited to 'vcl/opengl/scale.cxx')
-rw-r--r--vcl/opengl/scale.cxx1
1 files changed, 1 insertions, 0 deletions
diff --git a/vcl/opengl/scale.cxx b/vcl/opengl/scale.cxx
index 84cf96716671..a7a05a43986f 100644
--- a/vcl/opengl/scale.cxx
+++ b/vcl/opengl/scale.cxx
@@ -225,6 +225,7 @@ bool OpenGLSalBitmap::ImplScaleArea( double rScaleX, double rScaleY )
OpenGLTexture aScratchTex = OpenGLTexture( nNewWidth, nNewHeight );
OpenGLFramebuffer* pFramebuffer = mpContext->AcquireFramebuffer( aScratchTex );
+ // NOTE: This setup is also done in OpenGLSalGraphicsImpl::DrawTransformedTexture().
if( fast )
{
pProgram->SetUniform1i( "xscale", ixscale );