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Turn off mipmaps. Performance is actually substantially better without them.
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3d9d89e4a7
commit
f8e6593bcf
1 changed files with 3 additions and 6 deletions
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@ -113,8 +113,7 @@ GLuint TextureCache::getFileTextureID(const QString& filename) {
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glBindTexture(GL_TEXTURE_2D, id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,
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GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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_fileTextureIDs.insert(filename, id);
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_fileTextureIDs.insert(filename, id);
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@ -330,8 +329,7 @@ void NetworkTexture::setImage(const QImage& image, bool translucent) {
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glBindTexture(GL_TEXTURE_2D, getID());
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glBindTexture(GL_TEXTURE_2D, getID());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width(), image.height(), 1,
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GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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GL_BGRA, GL_UNSIGNED_BYTE, image.constBits());
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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@ -364,8 +362,7 @@ QSharedPointer<Texture> DilatableNetworkTexture::getDilatedTexture(float dilatio
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glBindTexture(GL_TEXTURE_2D, texture->getID());
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glBindTexture(GL_TEXTURE_2D, texture->getID());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dilatedImage.width(), dilatedImage.height(), 1,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dilatedImage.width(), dilatedImage.height(), 1,
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GL_BGRA, GL_UNSIGNED_BYTE, dilatedImage.constBits());
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GL_BGRA, GL_UNSIGNED_BYTE, dilatedImage.constBits());
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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