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* Fix #17339. Poor visuals due to scalling incorrectly Mistake made during refactor meant that the scaleing framebuffers were kept enabled even though at integer numbers of scale they are not meant to be used. * Update changelog
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@@ -8,6 +8,7 @@
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- Fix: [#16392] Scenery on sloped surface is placed at wrong height.
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- Fix: [#16476] The game sometimes crashes when demolishing a maze.
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- Fix: [#17312] (Flying) Inline Twist appearing under the surface when placed on ground level.
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- Fix: [#17339] Distorted visuals when changing scaling factor between integer numbers in OpenGL rendering mode.
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- Fix: [#17444] “Manta Ray” boats slowed down too much in “Ayers Rock” scenario (original bug).
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- Fix: [#17503] Parks with staff with an ID of 0 have all staff windows focus on that staff
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- Fix: [#17553] Crash when moving invention list items to empty list
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@@ -444,6 +444,8 @@ private:
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{
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// Re-create screen framebuffer
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_screenFramebuffer = std::make_unique<OpenGLFramebuffer>(_window);
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_smoothScaleFramebuffer.reset();
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_scaleFramebuffer.reset();
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if (GetContext()->GetUiContext()->GetScaleQuality() != ScaleQuality::NearestNeighbour)
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{
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_scaleFramebuffer = std::make_unique<OpenGLFramebuffer>(_width, _height, false, false);
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