[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);




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