Fixed rendering of toolbars' textures with prespective camera

This commit is contained in:
Enrico Turri 2019-07-18 11:36:17 +02:00
parent 2b9d285a16
commit 8febd88e80
2 changed files with 3 additions and 3 deletions

View File

@ -3995,7 +3995,7 @@ void GLCanvas3D::_render_overlays() const
glsafe(::glPushMatrix()); glsafe(::glPushMatrix());
glsafe(::glLoadIdentity()); glsafe(::glLoadIdentity());
// ensure that the textures are renderered inside the frustrum // ensure that the textures are renderered inside the frustrum
glsafe(::glTranslated(0.0, 0.0, -(m_camera.get_near_z() + 0.5))); glsafe(::glTranslated(0.0, 0.0, -(m_camera.get_near_z() + 0.005)));
// ensure that the overlay fits the frustrum near z plane // ensure that the overlay fits the frustrum near z plane
double gui_scale = m_camera.get_gui_scale(); double gui_scale = m_camera.get_gui_scale();
glsafe(::glScaled(gui_scale, gui_scale, 1.0)); glsafe(::glScaled(gui_scale, gui_scale, 1.0));

View File

@ -280,9 +280,9 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data())); glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data())); glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)); glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); glsafe(::glBindTexture(GL_TEXTURE_2D, 0));