[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [32801] trunk/blender/source/gameengine/ Rasterizer/RAS_2DFilterManager.cpp: A couple of changes to 2D filters to make adding new built-in ones nicer:
Mitchell Stokes
mogurijin at gmail.com
Mon Nov 1 01:15:12 CET 2010
Revision: 32801
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=32801
Author: moguri
Date: 2010-11-01 01:15:12 +0100 (Mon, 01 Nov 2010)
Log Message:
-----------
A couple of changes to 2D filters to make adding new built-in ones nicer:
* Built-in filters were not being analyzed, which means no depth or luminance textures for them
* Removed an unnecessary if that becomes really hairy when new built-in filters are added (ie, when filters are defined beyond the value used for custom filters)
Modified Paths:
--------------
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2010-11-01 00:09:33 UTC (rev 32800)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2010-11-01 00:15:12 UTC (rev 32801)
@@ -512,11 +512,11 @@
return;
}
- if(mode>=RAS_2DFILTER_MOTIONBLUR && mode<=RAS_2DFILTER_INVERT)
- {
- if(m_filters[pass])
- glDeleteObjectARB(m_filters[pass]);
- m_filters[pass] = CreateShaderProgram(mode);
- m_enabled[pass] = 1;
- }
+ // We've checked all other cases, which means we must be dealing with a builtin filter
+ if(m_filters[pass])
+ glDeleteObjectARB(m_filters[pass]);
+ m_filters[pass] = CreateShaderProgram(mode);
+ m_gameObjects[pass] = NULL;
+ AnalyseShader(pass, propNames);
+ m_enabled[pass] = 1;
}
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