enable texture interpolation during rotating and scaling
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@@ -400,9 +400,10 @@ void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, co
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ImagePosition imagePos = style.sprite->getPosition(sized_image, false);
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useProgram(pointShader->program);
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style.sprite->bind(transform.rotating || transform.scaling);
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pointShader->setMatrix(matrix);
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pointShader->setColor(color);
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const float pointSize = ceil(properties.size);
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const float pointSize = properties.size * 1.4142135623730951;
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#if defined(GL_ES_VERSION_2_0)
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pointShader->setSize(pointSize);
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#else
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@@ -410,7 +411,6 @@ void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, co
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#endif
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pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
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style.sprite->bind(true);
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bucket.drawPoints(*pointShader);
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}
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