[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19687] trunk/blender/source/gameengine: 2DFilter bugfixes:
Dalai Felinto
dfelinto at gmail.com
Sun Apr 12 21:46:50 CEST 2009
Revision: 19687
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19687
Author: dfelinto
Date: 2009-04-12 21:46:50 +0200 (Sun, 12 Apr 2009)
Log Message:
-----------
2DFilter bugfixes:
[#18154] 2dFilter and motion blur should run only once to all the scenes
[#18504] The GL_PROJECTION matrix is being reset by the 2dfilter.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
Modified: trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2009-04-12 17:54:07 UTC (rev 19686)
+++ trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2009-04-12 19:46:50 UTC (rev 19687)
@@ -898,6 +898,9 @@
}
} // if(m_rasterizer->Stereo())
+ // run the 2dfilters and motion blur once for all the scenes
+ PostRenderFrame();
+
EndFrame();
}
@@ -1264,16 +1267,12 @@
scene->GetPhysicsEnvironment()->debugDrawWorld();
m_rasterizer->FlushDebugLines();
-
- PostRenderFrame();
}
void KX_KetsjiEngine::PostRenderFrame()
{
- m_rendertools->PushMatrix();
m_rendertools->Render2DFilters(m_canvas);
m_rendertools->MotionBlur(m_rasterizer);
- m_rendertools->PopMatrix();
}
void KX_KetsjiEngine::StopEngine()
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2009-04-12 17:54:07 UTC (rev 19686)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2009-04-12 19:46:50 UTC (rev 19687)
@@ -435,12 +435,13 @@
glViewport(0,0, texturewidth, textureheight);
glDisable(GL_DEPTH_TEST);
+ glPushMatrix(); //GL_MODELVIEW
+ glLoadIdentity(); // GL_MODELVIEW
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
@@ -466,6 +467,9 @@
glEnable(GL_DEPTH_TEST);
glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
EndShaderProgram();
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}
void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text)
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