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authorAnsis Brammanis <brammanis@gmail.com>2016-12-14 13:54:45 -0800
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-12-21 15:46:36 -0800
commitebd241363d5c926d471559208f391190666febb9 (patch)
tree63e1324ae911aa760a6b010904dd43b8f660b7d2 /src/mbgl/programs
parent9dd0cdbc5768d3bdd6e2805523ee9281c0699506 (diff)
downloadqtlocation-mapboxgl-ebd241363d5c926d471559208f391190666febb9.tar.gz
[core] fix text blurriness at different FOVs
ported from -js: c52a09639ceeeb809cd837360993df9c45b45420 This replaces a hardcoded shader approximation with a more correct, FOV-dependent one. `gl_Position.w - 0.5` is replaced with `gl_Position.w / tan(fov)` The `/ tan(fov)` is handled by multiplying `1 / tan(fov)` into `u_gamma` outside the shader. I think `- 0.5` was just chosen as something that looked right for the default fov.lease enter the commit message for your changes. Lines starting
Diffstat (limited to 'src/mbgl/programs')
-rw-r--r--src/mbgl/programs/symbol_program.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mbgl/programs/symbol_program.cpp b/src/mbgl/programs/symbol_program.cpp
index 8c9c34210c..71b45ad4fc 100644
--- a/src/mbgl/programs/symbol_program.cpp
+++ b/src/mbgl/programs/symbol_program.cpp
@@ -75,9 +75,9 @@ static SymbolSDFProgram::UniformValues makeSDFValues(const style::SymbolProperty
// The default gamma value has to be adjust for the current pixelratio so that we're not
// drawing blurry font on retina screens.
const float gammaBase = 0.105 * values.sdfScale / values.paintSize / pixelRatio;
- const float gammaScale = values.pitchAlignment == AlignmentType::Map
+ const float gammaScale = (values.pitchAlignment == AlignmentType::Map
? 1.0 / std::cos(state.getPitch())
- : 1.0;
+ : 1.0) / state.getAltitude();
return makeValues<SymbolSDFProgram::UniformValues>(
values,