From 5e18223f67a62ad752c3aac16ed23e390a9e0fe4 Mon Sep 17 00:00:00 2001 From: ChunEon Park Date: Fri, 27 Jun 2014 21:29:24 +0900 Subject: [PATCH] evas/gl: improve the rendering quality. To avoid texture bleeding in the texture atlas, we adjust texture uv point as much as a half uv point. Especially, this improves the rendering quality when the image has the border area. Unless apply this patch, You might find the rendering result is different with software backened, if the image has the borders. In the software backened, the border line was clear but the gl wasn't. because the border line was interpolated so the rendering result was not the one we expected. @fix --- .../evas/engines/gl_common/evas_gl_context.c | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c index 1f4db9474d..09c3304b04 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_context.c +++ b/src/modules/evas/engines/gl_common/evas_gl_context.c @@ -1857,6 +1857,19 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc, ty2 = ((double)(offsety) + sy + sh) / (double)pt->h; } + /* To avoid texture bleeding in the texture atlas, + we adjust texture uv point as much as a half uv point. + Especially, This improves the rendering quality when the image has the + border area. */ + if (smooth) + { + GLfloat txhu, txhv; //texture uv half point + txhu = (0.5f * (tx2 - tx1)) / (GLfloat) sw; + txhv = (0.5f * (ty2 - ty1)) / (GLfloat) sh; + tx1 += txhu; tx2 -= txhu; + ty1 += txhv; ty2 -= txhv; + } + PUSH_VERTEX(pn, x , y , 0); PUSH_VERTEX(pn, x + w, y , 0); PUSH_VERTEX(pn, x , y + h, 0);