IE/Edge scale non-square-aspect-ratio files jaggedly using WebGL #277
Switching back to the stripe texture for IE/Edge speeds up WebGL drawing significantly due to the slow upload of non-RGBA textures, but it disables the antialiasing on the texture.
This has no effect on files with square pixels because we draw 1:1 into the canvas, which is then scaled to the desired output size... but on files with non-square pixel aspect ratio, we have a canvas at the square-pixel-equivalent display size and draw into it, which can create jaggies for instance on Xylocopa WebM version:
On further investigation, it looks about the same on Mac OS X without the stripe texture stuff if I use gl.NEAREST as the mag filter... nearest neighbor just looks awful. ;)
I think the thing to do is to do some rendering into frame buffers so can do the unpacking in one step (no texture filtering) and then the YUV-RGB blit in the second (with linear filtering).
referenced this issue
Feb 28, 2017
Ended up just removing the stripe optimization, it's a pain in the butt for relatively little benefit.
Note that artifacting seemed worse with Intel GPUs than with NVidia GPUs. Could be a difference in how they handle nearest-neighbor sampling at funky boundaries.