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author | Luboš Luňák <l.lunak@collabora.com> | 2015-01-20 15:41:51 +0100 |
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committer | Luboš Luňák <l.lunak@collabora.com> | 2015-01-27 18:42:48 +0100 |
commit | c44ee2beb3d8bbe932dd8799f818a2c61a078810 (patch) | |
tree | ce2b870621b0d4e7b77a567029f05875c70036bb /vcl/opengl/scale.cxx | |
parent | df290c63451723ae05833cf5f13342d4c93f94cc (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.cxx | 1 |
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 ); |