[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [56744] branches/ge_harmony/source/ gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp: Fixing a problem with 2D filters being offset in the viewport.
Daniel Stokes
kupomail at gmail.com
Mon May 13 07:29:59 CEST 2013
Revision: 56744
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=56744
Author: kupoman
Date: 2013-05-13 05:29:58 +0000 (Mon, 13 May 2013)
Log Message:
-----------
Fixing a problem with 2D filters being offset in the viewport. Also removing some dead code from RAS_OGLFilterManager.cpp.
Modified Paths:
--------------
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp
Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp 2013-05-13 04:08:16 UTC (rev 56743)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OGLFilterManager.cpp 2013-05-13 05:29:58 UTC (rev 56744)
@@ -50,12 +50,6 @@
#include "Value.h"
-#define NEED_DEPTH_TEXTURE 1
-#define NEED_LUM_TEXTURE 2
-#define NEED_MRT1_TEXTURE 4
-#define NEED_MRT2_TEXTURE 4
-#define NEED_MRT3_TEXTURE 4
-
/* Keep all self managed textures before the external targets */
STR_String BGL_TEXTURE_NAMES[] = {
"bgl_RenderedTexture",
@@ -521,23 +515,14 @@
need_tex_update = false;
}
- //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);
- //}
-
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
- // reverting to texunit 0, without this we get bug [#28462]
+ // reverting to texunit 0, without this we get bug [#28462]
glActiveTextureARB(GL_TEXTURE0);
- canvas->SetViewPort(0, 0, rect_width-1, rect_height-1);
+ // Avoiding the canvas because it does not expect offscreen rendering
+ glViewport(0, 0, rect_width, rect_height);
+
glDisable(GL_DEPTH_TEST);
// in case the previous material was wire
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
More information about the Bf-blender-cvs
mailing list