diff --git a/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp index 98114feeca..71ad6f4223 100644 --- a/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp @@ -351,7 +351,10 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des s_rgbToYuyvProgram.Bind(); - EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false); + // We enable linear filtering, because the gamecube does filtering in the vertical direction when + // yscale is enabled. + // Otherwise we get jaggies when a game uses yscaling (most PAL games) + EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, true); FramebufferManager::SetFramebuffer(0); TextureCache::DisableStage(0); g_renderer->RestoreAPIState();