use mipmapping when gpu-scaling textures#1330
Conversation
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I refactored #1213 so that the changes there are more clearly separated into commits. 1213 is the more complete implementation of the same fix:
I also adjusted 1213 so it no longer selects I can split out the upsampling commit out of 1213 or you merge the corresponding mipmap commits here. |
Because of course there's two texture paths. And I'll probably just park this until at least the worst of the mess has been addressed first, or perhaps we just do the whole OpenGL issue first. |
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I removed the upscaled textures from #1213 and excluded the webcam. It's now about 100 loc. |
I knew there was something missing from #1165. I knew the cover images on my local builds weren't that blocky, but pardon me not finding that particular needle in an almost-6000 line diff haystack on the first try. note that these are pretty bad examples as these covers are actually quite large, it looks much better on 1080p (especially the text is much sharper then)
GL_LINEAR (old code)

GL_LINEAR_MIPMAP_LINEAR (this PR)

NB: #1213 appears to also also do something to UTexture in a similar regard, but it's more advanced and I don't exactly know what some of the things in there are doing. The best link I can give you is dgruss@66dd909#diff-43d61e4155c65a983e9091e0c5297c03e075a69b6946addbe9bf608222b23061 also screenshotted below, because I don't trust github to keep that working in case of a force-push:

I'm open to integrating the relevant bits into this PR. I don't know if I can blindly call glGenerateMipmaps but I've been running with this for probably over 3 years now.