[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39851] trunk/blender/source/gameengine/ Ketsji/KX_KetsjiEngine.cpp: BGE: Undoing r39729 and applying a simpler fix (ensuring that the viewport is correct for PostRenderScene()).
Mitchell Stokes
mogurijin at gmail.com
Thu Sep 1 21:53:14 CEST 2011
Revision: 39851
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39851
Author: moguri
Date: 2011-09-01 19:53:14 +0000 (Thu, 01 Sep 2011)
Log Message:
-----------
BGE: Undoing r39729 and applying a simpler fix (ensuring that the viewport is correct for PostRenderScene()). This way both 2d filters and post_draw callbacks with with multiple viewports.
Revision Links:
--------------
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39729
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
Modified: trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2011-09-01 19:43:57 UTC (rev 39850)
+++ trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2011-09-01 19:53:14 UTC (rev 39851)
@@ -886,8 +886,6 @@
{
if((*it)->GetViewport())
{
- // Change the active camera so Python scripts can figure out what viewport they're in
- scene->SetActiveCamera(*it);
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -899,10 +897,6 @@
it++;
}
-
- // Now change the camera back
- scene->SetActiveCamera(cam);
-
PostRenderScene(scene);
}
@@ -1322,10 +1316,6 @@
if (scene->GetPhysicsEnvironment())
scene->GetPhysicsEnvironment()->debugDrawWorld();
-
-#ifdef WITH_PYTHON
- scene->RunDrawingCallbacks(scene->GetPostDrawCB());
-#endif
}
void KX_KetsjiEngine::RenderFonts(KX_Scene* scene)
@@ -1345,8 +1335,14 @@
*/
void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
{
+ // We need to first make sure our viewport is correct (enabling multiple viewports can mess this up)
+ m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
+
m_rendertools->MotionBlur(m_rasterizer);
scene->Render2DFilters(m_canvas);
+#ifdef WITH_PYTHON
+ scene->RunDrawingCallbacks(scene->GetPostDrawCB());
+#endif
m_rasterizer->FlushDebugLines();
}
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