kwin: Simplify the code for updating the texture filter

This commit is contained in:
Fredrik Höglund 2011-02-15 17:47:31 +01:00
parent a1f2239a4d
commit 423cd29afa

View file

@ -438,25 +438,23 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData
return;
if (!bindTexture())
return;
// set texture filter
if (options->glSmoothScale != 0) { // default to yes
if (mask & PAINT_WINDOW_TRANSFORMED)
filter = ImageFilterGood;
else if (mask & PAINT_SCREEN_TRANSFORMED)
filter = ImageFilterGood;
else
filter = ImageFilterFast;
} else
filter = ImageFilterFast;
if (filter == ImageFilterGood)
texture.setFilter(GL_LINEAR);
// Update the texture filter
if (options->glSmoothScale != 0 &&
(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
filter = ImageFilterGood;
else
texture.setFilter(GL_NEAREST);
filter = ImageFilterFast;
texture.setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST);
// do required transformations
int x = toplevel->x();
int y = toplevel->y();
double z = 0.0;
bool sceneShader = false;
if (!data.shader && ShaderManager::instance()->isValid()) {
// set the shader for uniform initialising in paint decoration
if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) {