Don't use GL_REPEAT for image-brush drawing on OpenGL ES2
OpenGL ES2 doesn't support NPOT textures in combination with GL_REPEAT, so for OpenGL ES2 we use a custom program that emulates repeat by taking the fractional part of the texture coordinates. This is not enough though, as merely setting GL_TEXTURE_WRAP_x to GL_REPEAT with a NPOT texture is an error in some implementations, so we have to guard the call to updateTextureFilter() in updateBrushTexture() with a check for OpenGL ES2 and use GL_CLAMP_TO_EDGE instead. This fixes missing/black backgrounds in the diagramscene example on iOS. Change-Id: I5020090b5f17faeb06dcab9dc0292459e021af30 Reviewed-by: Richard Moe Gustavsen <richard.gustavsen@digia.com> Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
This commit is contained in:
parent
9504516847
commit
8dfeb1c374
@ -226,9 +226,17 @@ void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
|
||||
if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
|
||||
currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
|
||||
|
||||
#if defined(QT_OPENGL_ES_2)
|
||||
// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
|
||||
// we emulate GL_REPEAT by only taking the fractional part of the texture coords
|
||||
// in the qopenglslTextureBrushSrcFragmentShader program.
|
||||
GLuint wrapMode = GL_CLAMP_TO_EDGE;
|
||||
#else
|
||||
GLuint wrapMode = GL_REPEAT;
|
||||
#endif
|
||||
funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
|
||||
QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, currentBrushPixmap);
|
||||
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
|
||||
updateTextureFilter(GL_TEXTURE_2D, wrapMode, q->state()->renderHints & QPainter::SmoothPixmapTransform);
|
||||
textureInvertedY = false;
|
||||
}
|
||||
brushTextureDirty = false;
|
||||
|
Loading…
Reference in New Issue
Block a user