[Scummvm-git-logs] scummvm master -> bc34d68db5880bf3501657ff691baf3a63c843e4

aquadran noreply at scummvm.org
Mon Jun 9 12:15:13 UTC 2025


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .

Summary:
bc34d68db5 WINTERMUTE: set GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAG_FILTER for postfilter


Commit: bc34d68db5880bf3501657ff691baf3a63c843e4
    https://github.com/scummvm/scummvm/commit/bc34d68db5880bf3501657ff691baf3a63c843e4
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2025-06-09T14:15:07+02:00

Commit Message:
WINTERMUTE: set GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAG_FILTER for postfilter

Changed paths:
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp


diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 34875490702..5157021841b 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -1006,6 +1006,8 @@ void BaseRenderOpenGL3D::postfilter() {
 		glEnable(GL_TEXTURE_2D);
 		glBindTexture(GL_TEXTURE_2D, _postfilterTexture);
 
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
 		glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, _width, _height, 0);
 
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index 121398e3e0f..ec82e8df035 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -1110,6 +1110,9 @@ void BaseRenderOpenGL3DShader::postfilter() {
 			_postfilterShader->setUniform1f("sepiaMode", false);
 		}
 
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
 		glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, _width, _height, 0);
 
 		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);




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