[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [58884] trunk/blender/source/gameengine/ Rasterizer: fix for strange error with BGE 2d filter code,
Campbell Barton
ideasman42 at gmail.com
Sun Aug 4 01:40:15 CEST 2013
Revision: 58884
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58884
Author: campbellbarton
Date: 2013-08-03 23:40:15 +0000 (Sat, 03 Aug 2013)
Log Message:
-----------
fix for strange error with BGE 2d filter code,
RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then doing a subtraction which would give a negative number.
Modified Paths:
--------------
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2013-08-03 22:04:47 UTC (rev 58883)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp 2013-08-03 23:40:15 UTC (rev 58884)
@@ -352,7 +352,7 @@
}
}
-void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport)
+void RAS_2DFilterManager::UpdateCanvasTextureCoord(const int viewport[4])
{
/*
* This function update canvascoord[].
@@ -360,12 +360,10 @@
* That way we can access the texcoord relative to the canvas:
* (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center
*/
- canvascoord[0] = (GLfloat) viewport[0] / viewport[2];
- canvascoord[0] *= -1;
+ canvascoord[0] = (GLfloat) viewport[0] / -viewport[2];
canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2];
- canvascoord[2] = (GLfloat) viewport[1] / viewport[3];
- canvascoord[2] *= -1;
+ canvascoord[2] = (GLfloat) viewport[1] / -viewport[3];
canvascoord[3] = (GLfloat)(textureheight - viewport[1]) / viewport[3];
}
@@ -396,14 +394,14 @@
if (num_filters <= 0)
return;
- const GLint *viewport = canvas->GetViewPort();
+ const int *viewport = canvas->GetViewPort();
RAS_Rect rect = canvas->GetWindowArea();
int rect_width = rect.GetWidth()+1, rect_height = rect.GetHeight()+1;
if (texturewidth != rect_width || textureheight != rect_height)
{
UpdateOffsetMatrix(canvas);
- UpdateCanvasTextureCoord((unsigned int*)viewport);
+ UpdateCanvasTextureCoord(viewport);
need_tex_update = true;
}
@@ -432,7 +430,10 @@
// We do this to make side-by-side stereo rendering work correctly with 2D filters. It would probably be nicer to just set the viewport,
// but it can be easier for writing shaders to have the coordinates for the whole screen instead of just part of the screen.
RAS_Rect scissor_rect = canvas->GetDisplayArea();
- glScissor(scissor_rect.GetLeft()+viewport[0], scissor_rect.GetBottom()+viewport[1], scissor_rect.GetWidth()+1, scissor_rect.GetHeight()+1);
+ glScissor(scissor_rect.GetLeft() + viewport[0],
+ scissor_rect.GetBottom() + viewport[1],
+ scissor_rect.GetWidth() + 1,
+ scissor_rect.GetHeight() + 1);
glDisable(GL_DEPTH_TEST);
// in case the previous material was wire
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h 2013-08-03 22:04:47 UTC (rev 58883)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h 2013-08-03 23:40:15 UTC (rev 58884)
@@ -53,7 +53,7 @@
void FreeTextures();
void UpdateOffsetMatrix(RAS_ICanvas* canvas);
- void UpdateCanvasTextureCoord(unsigned int * viewport);
+ void UpdateCanvasTextureCoord(const int viewport[4]);
float canvascoord[4];
float textureoffsets[18];
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