Fix #104395: Fix blurry Cycles render preview at 1:1 zoom #120325
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@ -699,8 +699,7 @@ static void draw_tile(const float2 &zoom,
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/* Trick to keep sharp rendering without jagged edges on all GPUs.
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*
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* The idea here is to enforce driver to use linear interpolation when the image is not zoomed
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* in.
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* The idea here is to enforce driver to use linear interpolation when the image is zoomed out.
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* For the render result with a resolution divider in effect we always use nearest interpolation.
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*
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* Use explicit MIN assignment to make sure the driver does not have an undefined behavior at
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@ -711,8 +710,8 @@ static void draw_tile(const float2 &zoom,
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/* Resolution divider is different from 1, force nearest interpolation. */
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GPU_texture_bind_ex(texture.gpu_texture, GPUSamplerState::default_sampler(), 0);
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}
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else if (zoomed_width - draw_tile.params.size.x > 0.5f ||
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zoomed_height - draw_tile.params.size.y > 0.5f)
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else if (zoomed_width - draw_tile.params.size.x > -0.5f ||
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zoomed_height - draw_tile.params.size.y > -0.5f)
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{
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GPU_texture_bind_ex(texture.gpu_texture, GPUSamplerState::default_sampler(), 0);
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}
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