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Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer

clayjohn 2 年之前
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96b2743782
共有 1 個文件被更改,包括 2 次插入4 次删除
  1. 2 4
      drivers/gles3/storage/texture_storage.cpp

+ 2 - 4
drivers/gles3/storage/texture_storage.cpp

@@ -1698,10 +1698,8 @@ void TextureStorage::_update_render_target(RenderTarget *rt) {
 				glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
 			}
 
-			glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-			glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-			glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-			glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+			texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+			texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
 		}
 #ifndef IOS_ENABLED
 		if (use_multiview) {