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Fix #17339. Reset Scaleing frame buffers on scale change (#17598)

* 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
This commit is contained in:
Duncan
2022-07-23 21:11:00 +01:00
committed by GitHub
parent 46a2047309
commit 3edcc91e40
2 changed files with 3 additions and 0 deletions

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@@ -8,6 +8,7 @@
- Fix: [#16392] Scenery on sloped surface is placed at wrong height.
- Fix: [#16476] The game sometimes crashes when demolishing a maze.
- Fix: [#17312] (Flying) Inline Twist appearing under the surface when placed on ground level.
- Fix: [#17339] Distorted visuals when changing scaling factor between integer numbers in OpenGL rendering mode.
- Fix: [#17444] “Manta Ray” boats slowed down too much in “Ayers Rock” scenario (original bug).
- Fix: [#17503] Parks with staff with an ID of 0 have all staff windows focus on that staff
- Fix: [#17553] Crash when moving invention list items to empty list

View File

@@ -444,6 +444,8 @@ private:
{
// Re-create screen framebuffer
_screenFramebuffer = std::make_unique<OpenGLFramebuffer>(_window);
_smoothScaleFramebuffer.reset();
_scaleFramebuffer.reset();
if (GetContext()->GetUiContext()->GetScaleQuality() != ScaleQuality::NearestNeighbour)
{
_scaleFramebuffer = std::make_unique<OpenGLFramebuffer>(_width, _height, false, false);