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);

-- 


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