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the following change uses nearest filtering if the window scale is an exact multiple, such as running a 1080p client full-screen on a 4k display.
diff --git a/src/renderer-egl.c b/src/renderer-egl.c index 125bbb4..4d0acc8 100644 --- a/src/renderer-egl.c +++ b/src/renderer-egl.c @@ -527,6 +527,8 @@ void render_av_frames_egl(struct buffer* dst, struct vnc_av_frame** src, GLuint tex = texture_from_av_frame(frame->frame); glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex); + if (fmod(scale,1.0) == 0.0) + glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_draw(); glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
I have only tested this with h264, it looks like it probably wouldn't work with the other modes and I don't know how to include it there.
The text was updated successfully, but these errors were encountered:
Is this intended as an optimisation or to reduce blurriness?
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to reduce blur. sway and I think macOS and windows do the same for upscaled apps.
fix(egl-renderer): use proper integer scaling
9fac9fd
any1#25
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the following change uses nearest filtering if the window scale is an exact multiple, such as running a 1080p client full-screen on a 4k display.
I have only tested this with h264, it looks like it probably wouldn't work with the other modes and I don't know how to include it there.
The text was updated successfully, but these errors were encountered: