wined3d: Use "gl_filter" in the non-FBO path of swapchain_blit() as well.
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@ -161,8 +161,8 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
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device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
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device->blitter->set_shader((IWineD3DDevice *) device, backbuffer->resource.format_desc,
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backbuffer->texture_target, backbuffer->pow2Width,
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backbuffer->texture_target, backbuffer->pow2Width,
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backbuffer->pow2Height);
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backbuffer->pow2Height);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
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context_set_draw_buffer(context, GL_BACK);
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context_set_draw_buffer(context, GL_BACK);
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