[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19997] trunk/blender/source/gameengine/ Ketsji/KX_Dome.cpp: BGE Dome update.
Dalai Felinto
dfelinto at gmail.com
Thu Apr 30 04:41:09 CEST 2009
Revision: 19997
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19997
Author: dfelinto
Date: 2009-04-30 04:41:07 +0200 (Thu, 30 Apr 2009)
Log Message:
-----------
BGE Dome update. Spurious black seams (finally) fixed.
The solution is a hack. It's a workaround for another bug (#18655).
Now it's working in all modes: fullscreen, maximized screen and gameplayer.
* small change to always set the perspective mode as true during dome mode.
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
Modified: trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp 2009-04-30 02:14:03 UTC (rev 19996)
+++ trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp 2009-04-30 02:41:07 UTC (rev 19997)
@@ -147,7 +147,7 @@
void KX_Dome::SetViewPort(GLuint viewport[4])
{
- if(canvaswidth != m_canvas->GetWidth() || canvasheight != m_canvas->GetHeight())
+ if(canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight())
{
m_viewport.SetLeft(viewport[0]);
m_viewport.SetBottom(viewport[1]);
@@ -201,12 +201,25 @@
- reduce the buffer for better performace
- create a power of 2 texture bigger than the buffer
*/
+/*
+Blender handles Canvas size differently when in fullscreen mode.
+We are manually checking for that. Although it's a hack, it works.
+Bug reported here: #18655 - Inconsistency of pixels in canvas dimensions when in maximized mode (affecting BGE Dome)
+http://projects.blender.org/tracker/?func=detail&aid=18655&group_id=9&atid=125
+*/
+
canvaswidth = m_canvas->GetWidth();
canvasheight = m_canvas->GetHeight();
+ bool fullscreen(false); //XXX HACK
+ fullscreen = (canvaswidth != m_viewport.GetWidth());
+
m_buffersize = (canvaswidth > canvasheight?canvasheight:canvaswidth);
m_buffersize = (int)(m_buffersize*m_resbuffer); //reduce buffer size for better performance
+
+ if (fullscreen) //XXX HACK
+ m_buffersize --;
int i = 0;
while ((1 << i) <= m_buffersize)
@@ -227,6 +240,9 @@
i++;
warp.imageheight = (1 << i);
}
+ //XXX HACK
+ canvaswidth = m_viewport.GetWidth();
+ canvasheight = m_viewport.GetHeight();
}
bool KX_Dome::CreateDL(){
@@ -1365,7 +1381,7 @@
/*
// manually creating a 90\xBA Field of View Frustum
- the original formula:
+ the original formula:
top = tan(fov*3.14159/360.0) * near [for fov in degrees]
fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians]
bottom = -top
@@ -1913,7 +1929,7 @@
MT_Transform camtrans(cam->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
- m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
+ m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), 1.0);
cam->SetModelviewMatrix(viewmat);
scene->CalculateVisibleMeshes(m_rasterizer,cam);
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