*/}}
Yiming Wu 1 year ago
parent
commit
5fd9b00f6f
2 changed files with 6 additions and 6 deletions
  1. 5 5
      la_tns_kernel.c
  2. 1 1
      resources/la_widgets.c

+ 5 - 5
la_tns_kernel.c

@@ -1866,11 +1866,11 @@ void tnsConfigure2DTexture(tnsTexture *t){
         int format=isDepth?GL_DEPTH_COMPONENT:GL_RGBA;
         int format=isDepth?GL_DEPTH_COMPONENT:GL_RGBA;
         if(t->Multisample) glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, t->Multisample, t->GLTexBitsType, t->Width, t->Height, GL_TRUE);
         if(t->Multisample) glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, t->Multisample, t->GLTexBitsType, t->Width, t->Height, GL_TRUE);
         else{ glTexImage2D(GL_TEXTURE_2D, 0, t->GLTexBitsType, t->Width, t->Height, 0, format, GL_UNSIGNED_BYTE, 0);
         else{ glTexImage2D(GL_TEXTURE_2D, 0, t->GLTexBitsType, t->Width, t->Height, 0, format, GL_UNSIGNED_BYTE, 0);
-                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
-                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-                //glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+            //glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
         }
         }
     }
     }
     tnsUnbindTexture(t);
     tnsUnbindTexture(t);

+ 1 - 1
resources/la_widgets.c

@@ -521,7 +521,7 @@ void la_IntDraw(laUiItem *ui, int h){
         int _L=ui->L, _R=ui->R, _U=ui->U, _B=ui->B;
         int _L=ui->L, _R=ui->R, _U=ui->U, _B=ui->B;
         if(IsVertical){
         if(IsVertical){
             Seg = ui->R - ui->L;
             Seg = ui->R - ui->L;
-            _U = ui->U + i * LA_RH; _B = _U+Seg * LA_RH;
+            _U = ui->U + i * LA_RH; _B = _U+LA_RH;
         }else{
         }else{
             Seg = (ui->R - ui->L) / Len;
             Seg = (ui->R - ui->L) / Len;
             _L = ui->L + i * Seg; _R=_L+Seg;
             _L = ui->L + i * Seg; _R=_L+Seg;