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); |