forked from bartvdbraak/blender
Small fix: make node backdrop draw with nearest-pixel filter, so it zooms in
showing pixels. Issue was it also blurred image at zoom level 1... maybe subpixel issue. Anyway - for inspecting exact composite results, zooming in showing pixels is nicer anyway.
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@ -2964,7 +2964,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelZoom(snode->zoom, snode->zoom);
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glPixelZoom(snode->zoom, snode->zoom);
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glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_LINEAR, display_buffer);
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glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer);
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glPixelZoom(1.0f, 1.0f);
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glPixelZoom(1.0f, 1.0f);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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@ -2972,7 +2972,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode)
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else {
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else {
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glPixelZoom(snode->zoom, snode->zoom);
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glPixelZoom(snode->zoom, snode->zoom);
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glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_LINEAR, display_buffer);
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glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer);
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glPixelZoom(1.0f, 1.0f);
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glPixelZoom(1.0f, 1.0f);
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}
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}
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