[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [53392] trunk/blender/source/gameengine/ Rasterizer/RAS_2DFilterManager.cpp: BGE: Fix for [#33685] " 2D Filters Partially Offset" reported by Josiah Lane (solarlune).

Mitchell Stokes mogurijin at gmail.com
Sat Dec 29 05:03:31 CET 2012


Revision: 53392
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=53392
Author:   moguri
Date:     2012-12-29 04:03:25 +0000 (Sat, 29 Dec 2012)
Log Message:
-----------
BGE: Fix for [#33685] "2D Filters Partially Offset" reported by Josiah Lane (solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.

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	2012-12-29 03:19:30 UTC (rev 53391)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp	2012-12-29 04:03:25 UTC (rev 53392)
@@ -428,7 +428,7 @@
 
 	// reverting to texunit 0, without this we get bug [#28462]
 	glActiveTextureARB(GL_TEXTURE0);
-	canvas->SetViewPort(rect.GetLeft(), rect.GetBottom(), rect_width, rect_height);
+	canvas->SetViewPort(0, 0, rect_width, rect_height);
 
 	glDisable(GL_DEPTH_TEST);
 	// in case the previous material was wire




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