Also it looks like we use GL_NEAREST instead of GL_LINEAR for texturing the shadow. I vaguely recall I left it that way for performance in years gone by. Still should be fine to use GL_NEAREST providing the shadow texture itself is at least 2x the resolution needed for scale 1.0.
-- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1657937 Title: Unity panel shadow is low resolution - looks pixelated at 3K+ resolutions with scale 2.0 To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/unity/+bug/1657937/+subscriptions -- ubuntu-bugs mailing list [email protected] https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
