fix for blender-internal viewport render looking fuzzy, don't filter the image
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@@ -1120,7 +1120,7 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,
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glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,
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GL_LINEAR, rres.rectf);
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GL_NEAREST, rres.rectf);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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IMB_colormanagement_finish_glsl_draw();
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IMB_colormanagement_finish_glsl_draw();
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@@ -1139,7 +1139,7 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glaDrawPixelsAuto(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE,
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glaDrawPixelsAuto(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE,
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GL_LINEAR, display_buffer);
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GL_NEAREST, display_buffer);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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MEM_freeN(display_buffer);
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MEM_freeN(display_buffer);
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