| Index: chrome/browser/android/vr_shell/vr_shell_renderer.cc
|
| diff --git a/chrome/browser/android/vr_shell/vr_shell_renderer.cc b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
|
| index 55ce951060754346029617c78f5237602d2067bf..0ce95a9f712eda808e3f8c369c9094bd352a833b 100644
|
| --- a/chrome/browser/android/vr_shell/vr_shell_renderer.cc
|
| +++ b/chrome/browser/android/vr_shell/vr_shell_renderer.cc
|
| @@ -406,11 +406,9 @@ void WebVrRenderer::Draw(int texture_handle) {
|
| VOID_OFFSET(kTextureCoordinateDataOffset));
|
| glEnableVertexAttribArray(tex_coord_handle_);
|
|
|
| - // Bind texture. Ideally this should be a 1:1 pixel copy. (Or even more
|
| - // ideally, a zero copy reuse of the texture.) For now, we're using an
|
| - // undersized render target for WebVR, so GL_LINEAR makes it look slightly
|
| - // less chunky. TODO(klausw): change this to GL_NEAREST once we're doing
|
| - // a 1:1 copy since that should be more efficient.
|
| + // Bind texture. This is a 1:1 pixel copy since the source surface
|
| + // and renderbuffer destination size are resized to match, so use
|
| + // GL_NEAREST.
|
| glActiveTexture(GL_TEXTURE0);
|
| glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_handle);
|
| glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|