hermet pushed a commit to branch efl-1.10. http://git.enlightenment.org/core/efl.git/commit/?id=6ec93be3169b7e9e1c7e5185da5326e47efdde74
commit 6ec93be3169b7e9e1c7e5185da5326e47efdde74 Author: ChunEon Park <[email protected]> Date: Fri Jul 11 14:53:00 2014 +0900 Revert "evas/gl: improve the rendering quality." This reverts commit f497beea308f7fd42000b78a6876b41d4b99b64c. we've got a side effect of the patch(another quality issue). so revert it. --- src/modules/evas/engines/gl_common/evas_gl_context.c | 13 ------------- 1 file changed, 13 deletions(-) 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 fd8bbc9..aaabc78 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_context.c +++ b/src/modules/evas/engines/gl_common/evas_gl_context.c @@ -1867,19 +1867,6 @@ 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); --
