Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
This commit is contained in:
1 parent
c04dca0dad
commit
eb14b635cd
10 files changed
+32
-92
No files matched your search
@@ -853,8 +853,7 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
}
|
||||
|
||||
METAL_TextureData *texturedata = [[METAL_TextureData alloc] init];
|
||||
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
|
||||
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
|
||||
if (texture->scaleMode == SDL_ScaleModeNearest) {
|
||||
texturedata.mtlsampler = data.mtlsamplernearest;
|
||||
} else {
|
||||
texturedata.mtlsampler = data.mtlsamplerlinear;
|
||||
|
||||
Reference in new issue
Block a user