use linear interpolation when importing/transforming a selection

This commit is contained in:
2019-07-28 11:25:43 +02:00
parent b6b0fb74f9
commit 36be53aba5

View File

@@ -1401,8 +1401,8 @@ void CanvasModeTransform::leave(kCanvasMode next)
ShaderManager::u_int(kShaderUniform::BlendMode, 0);
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
Canvas::I->m_sampler_nearest.bind(1);
Canvas::I->m_sampler_nearest.bind(0);
Canvas::I->m_sampler_linear.bind(1);
Canvas::I->m_sampler_linear.bind(0);
m_tex[j].bind();
m_shape[j].draw_fill();
m_tex[j].unbind();
@@ -1438,7 +1438,7 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
glActiveTexture(GL_TEXTURE0);
m_tex[i].bind();
Canvas::I->m_sampler.bind(0);
Canvas::I->m_sampler_linear.bind(0);
m_shape[i].draw_fill();
m_tex[i].unbind();
}