[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58296] branches/ge_dev/source/gameengine/ Rasterizer/RAS_2DFilterManager.cpp: BGE: adding a fix so 2D filters work properly with side-by-side stereoscopic rendering .

Mitchell Stokes mogurijin at gmail.com
Tue Jul 16 00:44:48 CEST 2013


Revision: 58296
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58296
Author:   moguri
Date:     2013-07-15 22:44:48 +0000 (Mon, 15 Jul 2013)
Log Message:
-----------
BGE: adding a fix so 2D filters work properly with side-by-side stereoscopic rendering.

Modified Paths:
--------------
    branches/ge_dev/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp

Modified: branches/ge_dev/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- branches/ge_dev/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp	2013-07-15 22:44:16 UTC (rev 58295)
+++ branches/ge_dev/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp	2013-07-15 22:44:48 UTC (rev 58296)
@@ -429,6 +429,11 @@
 	glActiveTextureARB(GL_TEXTURE0);
 	canvas->SetViewPort(0, 0, rect_width-1, rect_height-1);
 
+	// We do this to make side-by-side stereo rendering work correctly with 2D filters. It would probably be nicer to just set the viewport,
+	// but it can be easier for writing shaders to have the coordinates for the whole screen instead of just part of the screen. 
+	RAS_Rect scissor_rect = canvas->GetDisplayArea();
+	glScissor(scissor_rect.GetLeft()+viewport[0], scissor_rect.GetBottom()+viewport[1], scissor_rect.GetWidth()+1, scissor_rect.GetHeight()+1);
+
 	glDisable(GL_DEPTH_TEST);
 	// in case the previous material was wire
 	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);




More information about the Bf-blender-cvs mailing list