don't force textures into power-of-two dimensions
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46fb0f894a
commit
605fff6e2f
2 changed files with 4 additions and 7 deletions
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@ -17,8 +17,8 @@ static void init_fbo(FBO *fbo, float scale, int type) {
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glBindTexture(GL_TEXTURE_2D, fbo->tex);
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fbo->scale = scale = sanitize_scale(scale);
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fbo->nw = topow2(scale * VIEWPORT_W);
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fbo->nh = topow2(scale * VIEWPORT_H);
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fbo->nw = scale * VIEWPORT_W;
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fbo->nh = scale * VIEWPORT_H;
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log_debug("FBO %p: q=%f, w=%i, h=%i", (void*)fbo, fbo->scale, fbo->nw, fbo->nh);
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@ -256,11 +256,8 @@ void load_sdl_surf(SDL_Surface *surface, Texture *texture) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int nw = 2;
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int nh = 2;
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while(nw < surface->w) nw *= 2;
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while(nh < surface->h) nh *= 2;
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int nw = surface->w;
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int nh = surface->h;
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uint32_t *tex = calloc(sizeof(uint32_t), nw*nh);
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uint32_t clr;
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