[Bf-blender-cvs] [f5648f6] master: BGE : Fix T36285 Wrong viewport scale.

Porteries Tristan noreply at git.blender.org
Wed Apr 8 06:57:49 CEST 2015


Commit: f5648f6db9f4549d9e3220f89361e5f76e5b2b2a
Author: Porteries Tristan
Date:   Wed Apr 8 06:44:39 2015 +0200
Branches: master
https://developer.blender.org/rBf5648f6db9f4549d9e3220f89361e5f76e5b2b2a

BGE : Fix T36285 Wrong viewport scale.

Fix of T36285, I just invalidate projection matrix when a camera switch
to viewport mode, because we need to rewrite the projection matrix in
RenderFrame.
It worked with old blender version because when you use viewport render
one camera is added in the camera list and initialize its projection
matrix for the first time. But when we used several cameras + viewport
for splitscreen we had issues.

Reviewers: dfelinto, hg1, ben2610, lordloki, moguri

Reviewed By: moguri

Projects: #game_rendering, #game_engine

Differential Revision: https://developer.blender.org/D1202

===================================================================

M	source/gameengine/Ketsji/KX_Camera.cpp

===================================================================

diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index ce2fe5f..4dbaddc 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -463,6 +463,7 @@ bool KX_Camera::GetFrustumCulling() const
  
 void KX_Camera::EnableViewport(bool viewport)
 {
+	InvalidateProjectionMatrix(false); // We need to reset projection matrix
 	m_camdata.m_viewport = viewport;
 }




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