Bug 756601 - Round texture coords to the nearest texel. r=Bas

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Matt Woodrow 2013-05-10 09:02:49 +12:00
Родитель cea9782bd9
Коммит b56f232983
1 изменённых файлов: 4 добавлений и 4 удалений

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@ -546,10 +546,10 @@ CompositorOGL::BindAndDrawQuadWithTextureRect(ShaderProgramOGL *aProg,
// We need to convert back to actual texels here to get proper behaviour with // We need to convert back to actual texels here to get proper behaviour with
// our GL helper functions. Should fix this sometime. // our GL helper functions. Should fix this sometime.
// I want to vomit. // I want to vomit.
IntRect texCoordRect = IntRect(aTexCoordRect.x * aTexture->GetSize().width, IntRect texCoordRect = IntRect(roundf(aTexCoordRect.x * aTexture->GetSize().width),
aTexCoordRect.y * aTexture->GetSize().height, roundf(aTexCoordRect.y * aTexture->GetSize().height),
aTexCoordRect.width * aTexture->GetSize().width, roundf(aTexCoordRect.width * aTexture->GetSize().width),
aTexCoordRect.height * aTexture->GetSize().height); roundf(aTexCoordRect.height * aTexture->GetSize().height));
// This is fairly disgusting - if the texture should be flipped it will have a // This is fairly disgusting - if the texture should be flipped it will have a
// negative height, in which case we un-invert the texture coords and pass the // negative height, in which case we un-invert the texture coords and pass the