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-rw-r--r--libvo/gl_common.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/libvo/gl_common.c b/libvo/gl_common.c
index f0362c76f1..19d0fb9439 100644
--- a/libvo/gl_common.c
+++ b/libvo/gl_common.c
@@ -621,14 +621,14 @@ static void store_weights(float x, GLfloat *dst) {
}
//! to avoid artefacts this should be rather large
-#define LOOKUP_BSPLINE_RES (1024)
+#define LOOKUP_BSPLINE_RES (2 * 1024)
/**
* \brief creates the 1D lookup texture needed for fast higher-order filtering
* \param unit texture unit to attach texture to
*/
static void gen_spline_lookup_tex(GLenum unit) {
- GLfloat tex[4 * (LOOKUP_BSPLINE_RES + 2)];
- GLfloat *tp = &tex[4];
+ GLfloat tex[4 * LOOKUP_BSPLINE_RES];
+ GLfloat *tp = tex;
int i;
for (i = 0; i < LOOKUP_BSPLINE_RES; i++) {
float x = (float)(i + 0.5) / LOOKUP_BSPLINE_RES;
@@ -636,9 +636,9 @@ static void gen_spline_lookup_tex(GLenum unit) {
tp += 4;
}
store_weights(0, tex);
- store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES + 1)]);
+ store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES - 1)]);
ActiveTexture(unit);
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES + 2, 1, GL_RGBA, GL_FLOAT, tex);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex);
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);