[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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