[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55003] branches/ge_harmony/source/ gameengine/Rasterizer/RAS_OpenGLRasterizer: Making sure 2D filters can make use of the depth buffer again, as well as fixing an off by one error that caused the fbos to be rebuilt every frame .
Daniel Stokes
kupomail at gmail.com
Mon Mar 4 02:33:21 CET 2013
Revision: 55003
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55003
Author: kupoman
Date: 2013-03-04 01:33:21 +0000 (Mon, 04 Mar 2013)
Log Message:
-----------
Making sure 2D filters can make use of the depth buffer again, as well as fixing an off by one error that caused the fbos to be rebuilt every frame.
Modified Paths:
--------------
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp 2013-03-04 00:53:57 UTC (rev 55002)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp 2013-03-04 01:33:21 UTC (rev 55003)
@@ -285,6 +285,13 @@
glUniform1iARB(uniformLoc, slot);
slot++;
}
+ else if (uname.Find("DepthTexture") != -1) {
+ int target = uname.Right(1).ToInt();
+ glActiveTextureARB(GL_TEXTURE0 + slot);
+ glBindTexture(GL_TEXTURE_2D, rast->GetDepthTarget());
+ glUniform1iARB(uniformLoc, slot);
+ slot++;
+ }
}
}
}
@@ -514,16 +521,16 @@
need_tex_update = false;
}
- if (need_depth) {
- glActiveTextureARB(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, rast->GetDepthTarget());
- }
+ //if (need_depth) {
+ // glActiveTextureARB(GL_TEXTURE1);
+ // glBindTexture(GL_TEXTURE_2D, rast->GetDepthTarget());
+ //}
- if (need_luminance) {
- glActiveTextureARB(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, texname[2]);
- glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0);
- }
+ //if (need_luminance) {
+ // glActiveTextureARB(GL_TEXTURE2);
+ // glBindTexture(GL_TEXTURE_2D, texname[2]);
+ // glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, rect.GetLeft(), rect.GetBottom(), rect_width, rect_height, 0);
+ //}
Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 2013-03-04 00:53:57 UTC (rev 55002)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 2013-03-04 01:33:21 UTC (rev 55003)
@@ -756,8 +756,8 @@
if (m_2DCanvas->GetWindowArea().GetRight() != m_width || m_2DCanvas->GetWindowArea().GetTop() != m_height)
{
- m_width = m_2DCanvas->GetWindowArea().GetRight()+1;
- m_height = m_2DCanvas->GetWindowArea().GetTop()+1;
+ m_width = m_2DCanvas->GetWindowArea().GetRight();
+ m_height = m_2DCanvas->GetWindowArea().GetTop();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo[0]);
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