https://bugs.kde.org/show_bug.cgi?id=360549

--- Comment #11 from Vlad Zagorodniy <vladz...@gmail.com> ---
(In reply to Fabian Vogt from comment #10)
> Maybe - it's not clear from the screenshots whether the edges are sharp or
> blurry. If they are sharp, it's that the vertices don't have the same
> coordinates, if not, it's bleeding.

Here's example window quads:

contents: left = 4 top = 29 right = 885 bottom = 632
decoration: left = 0 top = 29 right = 4 bottom = 632
decoration: left = 0 top = 0 right = 889 bottom = 29
decoration: left = 885 top = 29 right = 889 bottom = 632
decoration: left = 0 top = 632 right = 889 bottom = 636
shadow: left = -93 top = -59 right = 99 bottom = 133
shadow: left = 99 top = -59 right = 790 bottom = 133
shadow: left = 790 top = -59 right = 982 bottom = 133
shadow: left = 790 top = 133 right = 982 bottom = 571
shadow: left = 790 top = 571 right = 982 bottom = 763
shadow: left = 99 top = 571 right = 790 bottom = 763
shadow: left = -93 top = 571 right = 99 bottom = 763
shadow: left = -93 top = 133 right = 99 bottom = 571

as you see vertices are totally fine (if we scale a window
the quads will stay the same).

Anyway, I still suggest to move this bug to scene-opengl component.

> My initial suspicion was the usual OpenGL half-pixel issue: The center of a
> pixel is at (x+0.5|y+0.5).

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