diff options
author | Jørgen Lind <[email protected]> | 2014-02-13 21:59:56 +0100 |
---|---|---|
committer | The Qt Project <[email protected]> | 2014-02-16 11:06:40 +0100 |
commit | 44ee7984fccbeae57e108c1a152050e9d3437174 (patch) | |
tree | e7585f49a20f2e27742f40a7058cf5ab97bdc22b | |
parent | 937a4f5443603b0ad1d1558ac9a9a59db8ce299f (diff) |
QOpenGLTextureBlitter: fix source rect when origin is top left
This fixes the issue that the blitter required sometimes the
texture wrapping to be repeat
Change-Id: I86150d008422facf9040873b0983b0e44be9ad24
Reviewed-by: Laszlo Agocs <[email protected]>
-rw-r--r-- | src/gui/opengl/qopengltextureblitter.cpp | 5 | ||||
-rw-r--r-- | tests/manual/qopengltextureblitter/qopengltextureblitwindow.cpp | 1 |
2 files changed, 4 insertions, 2 deletions
diff --git a/src/gui/opengl/qopengltextureblitter.cpp b/src/gui/opengl/qopengltextureblitter.cpp index 8085089bce9..b776444347f 100644 --- a/src/gui/opengl/qopengltextureblitter.cpp +++ b/src/gui/opengl/qopengltextureblitter.cpp @@ -210,6 +210,7 @@ void QOpenGLTextureBlitterPrivate::blit(GLuint texture, if (textureMatrixUniformState != IdentityFlipped) { QMatrix3x3 flipped; flipped(1,1) = -1; + flipped(1,2) = 1; program->setUniformValue(textureTransformUniformPos, flipped); textureMatrixUniformState = IdentityFlipped; } @@ -375,8 +376,8 @@ QMatrix3x3 QOpenGLTextureBlitter::sourceTransform(const QRectF &subTexture, qreal y_translate = topLeft.y() / textureSize.height(); if (origin == OriginTopLeft) { - y_translate += (y_translate * 2) + y_scale; - y_scale = y_scale - 1; + y_scale = -y_scale; + y_translate = 1 - y_translate; } QMatrix3x3 matrix; diff --git a/tests/manual/qopengltextureblitter/qopengltextureblitwindow.cpp b/tests/manual/qopengltextureblitter/qopengltextureblitwindow.cpp index 503e326f386..8f51f511c98 100644 --- a/tests/manual/qopengltextureblitter/qopengltextureblitwindow.cpp +++ b/tests/manual/qopengltextureblitter/qopengltextureblitwindow.cpp @@ -81,6 +81,7 @@ void QOpenGLTextureBlitWindow::render() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); QOpenGLTexture texture(m_image); + texture.setWrapMode(QOpenGLTexture::ClampToEdge); texture.create(); QOpenGLTexture texture_mirrored(m_image_mirrord); |