[Bf-blender-cvs] [7fe43f0] decklink: Decklink: patch cleanup before merge.

Benoit Bolsee noreply at git.blender.org
Sat Feb 20 21:44:13 CET 2016


Commit: 7fe43f020c29b728c3dae7c594d84bcf331c3c7e
Author: Benoit Bolsee
Date:   Sat Feb 20 21:15:33 2016 +0100
Branches: decklink
https://developer.blender.org/rB7fe43f020c29b728c3dae7c594d84bcf331c3c7e

Decklink: patch cleanup before merge.

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

M	doc/python_api/examples/bge.texture.2.py
M	intern/ghost/GHOST_ISystem.h
M	intern/ghost/intern/GHOST_ContextGLX.cpp
M	intern/ghost/intern/GHOST_ContextWGL.cpp
M	source/blender/python/generic/bgl.c
M	source/gameengine/VideoTexture/ImageRender.h

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

diff --git a/doc/python_api/examples/bge.texture.2.py b/doc/python_api/examples/bge.texture.2.py
index fce8115..f7e0170 100644
--- a/doc/python_api/examples/bge.texture.2.py
+++ b/doc/python_api/examples/bge.texture.2.py
@@ -21,10 +21,10 @@ For example, to capture a PAL video stream, you must use one of the YUV formats.
 
 To find which pixel format is suitable for a particular video stream, use the 'Media Express'
 utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
-Window, you have selected the right pixel format and you can then use the same in Blender.
+Window, you have selected the right pixel format and you can use the same in Blender.
 
 Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
-value (look for color.a = ). It's up to you to add postprocessing.
+value (look for color.a = ). It's up to you to add postprocessing to the color.
        * these shaders are compatible with 2D and 3D video stream
 """
 import bge
@@ -181,7 +181,7 @@ FragmentShader_v210 = """
     }
 """
 
-# The exhausitve list of pixel formats that transferred as float texture
+# The exhausitve list of pixel formats that are transferred as float texture
 # Only use those for greater efficiency and compatiblity.
 #
 fg_shaders = {
@@ -234,8 +234,6 @@ def init(cont):
 #
 def play(cont):
     obj = cont.owner
-    try:
+    if hasattr(obj, "video"):
         obj["video"].refresh(True)
-    except:
-        pass
 
diff --git a/intern/ghost/GHOST_ISystem.h b/intern/ghost/GHOST_ISystem.h
index aa441d4..08045b9 100644
--- a/intern/ghost/GHOST_ISystem.h
+++ b/intern/ghost/GHOST_ISystem.h
@@ -1,4 +1,5 @@
-/* ***** BEGIN GPL LICENSE BLOCK *****
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
  *
  * This program is free software; you can redistribute it and/or
  * modify it under the terms of the GNU General Public License
diff --git a/intern/ghost/intern/GHOST_ContextGLX.cpp b/intern/ghost/intern/GHOST_ContextGLX.cpp
index f56473c..4b735bb 100644
--- a/intern/ghost/intern/GHOST_ContextGLX.cpp
+++ b/intern/ghost/intern/GHOST_ContextGLX.cpp
@@ -289,7 +289,7 @@ const bool GLXEW_ARB_create_context_robustness =
 		/* Create a GL 3.x context */
 		if (m_fbconfig)
 		{
-			m_context = glXCreateContextAttribsARB(m_display, m_fbconfig, s_sharedContext, True, attribs);
+			m_context = glXCreateContextAttribsARB(m_display, m_fbconfig, s_sharedContext, true, attribs);
 		}
 		else {
 			GLXFBConfig *framebuffer_config = NULL;
@@ -409,7 +409,7 @@ GHOST_TSuccess GHOST_ContextGLX::getSwapInterval(int &intervalOut)
 int GHOST_X11_GL_GetAttributes(
         int *attribs, int attribs_max,
         int samples, bool is_stereo_visual,
-	bool need_alpha,
+        bool need_alpha,
         bool for_fb_config)
 {
 	int i = 0;
diff --git a/intern/ghost/intern/GHOST_ContextWGL.cpp b/intern/ghost/intern/GHOST_ContextWGL.cpp
index 4b41eb3..75e2f94 100644
--- a/intern/ghost/intern/GHOST_ContextWGL.cpp
+++ b/intern/ghost/intern/GHOST_ContextWGL.cpp
@@ -733,7 +733,6 @@ int GHOST_ContextWGL::choose_pixel_format(
 		0, 0, 0                          /* layer, visible, and damage masks (ignored) */
 	};
 
-
 	initContextWGLEW(preferredPFD);
 
 	if (numOfAASamples > 0 && !WGLEW_ARB_multisample) {
diff --git a/source/blender/python/generic/bgl.c b/source/blender/python/generic/bgl.c
index ae0ed83..185dc4b 100644
--- a/source/blender/python/generic/bgl.c
+++ b/source/blender/python/generic/bgl.c
@@ -1557,24 +1557,10 @@ BGL_Wrap(UniformMatrix4x3fv,        void,      (GLint, GLsizei, GLboolean, GLflo
 
 
 /* GL_VERSION_3_0 */
-BGL_Wrap(BindFramebuffer,           void,      (GLenum, GLuint))
-BGL_Wrap(BindRenderbuffer,          void,      (GLenum, GLuint))
 BGL_Wrap(BindVertexArray,           void,      (GLuint))
-BGL_Wrap(CheckFramebufferStatus,    GLenum,    (GLenum))
 BGL_Wrap(DeleteVertexArrays,        void,      (GLsizei, GLuintP))
-BGL_Wrap(DeleteFramebuffers,        void,      (GLsizei, GLuintP))
-BGL_Wrap(DeleteRenderbuffers,       void,      (GLsizei, GLuintP))
-BGL_Wrap(FramebufferRenderbuffer,   void,      (GLenum, GLenum, GLenum, GLuint))
-BGL_Wrap(FramebufferTexture1D,      void,      (GLenum, GLenum, GLenum, GLuint, GLint))
-BGL_Wrap(FramebufferTexture2D,      void,      (GLenum, GLenum, GLenum, GLuint, GLint))
-BGL_Wrap(FramebufferTexture3D,      void,      (GLenum, GLenum, GLenum, GLuint, GLint, GLint))
-BGL_Wrap(GenFramebuffers,           void,      (GLsizei, GLuintP))
 BGL_Wrap(GenVertexArrays,           void,      (GLsizei, GLuintP))
-BGL_Wrap(GenRenderbuffers,          void,      (GLsizei, GLuintP))
-BGL_Wrap(IsFramebuffer,             GLboolean, (GLuint))
-BGL_Wrap(IsRenderbuffer,            GLboolean, (GLuint))
 BGL_Wrap(IsVertexArray,             GLboolean, (GLuint))
-BGL_Wrap(RenderbufferStorage,       void,      (GLenum, GLenum, GLsizei, GLsizei))
 
 
 /* GL_VERSION_3_1 */
@@ -2284,24 +2270,10 @@ PyObject *BPyInit_bgl(void)
 
 	/* GL_VERSION_3_0 */
 	{
-		PY_MOD_ADD_METHOD(BindFramebuffer);
-		PY_MOD_ADD_METHOD(BindRenderbuffer);
 		PY_MOD_ADD_METHOD(BindVertexArray);
-		PY_MOD_ADD_METHOD(CheckFramebufferStatus);
-		PY_MOD_ADD_METHOD(DeleteFramebuffers);
-		PY_MOD_ADD_METHOD(DeleteRenderbuffers);
 		PY_MOD_ADD_METHOD(DeleteVertexArrays);
-		PY_MOD_ADD_METHOD(FramebufferRenderbuffer);
-		PY_MOD_ADD_METHOD(FramebufferTexture1D);
-		PY_MOD_ADD_METHOD(FramebufferTexture2D);
-		PY_MOD_ADD_METHOD(FramebufferTexture3D);
-		PY_MOD_ADD_METHOD(GenFramebuffers);
-		PY_MOD_ADD_METHOD(GenRenderbuffers);
 		PY_MOD_ADD_METHOD(GenVertexArrays);
-		PY_MOD_ADD_METHOD(IsFramebuffer);
-		PY_MOD_ADD_METHOD(IsRenderbuffer);
 		PY_MOD_ADD_METHOD(IsVertexArray);
-		PY_MOD_ADD_METHOD(RenderbufferStorage);
 	}
 
 
@@ -3713,4 +3685,4 @@ static PyObject *Method_ShaderSource(PyObject *UNUSED(self), PyObject *args)
 }
 
 
-/** \} */
\ No newline at end of file
+/** \} */
diff --git a/source/gameengine/VideoTexture/ImageRender.h b/source/gameengine/VideoTexture/ImageRender.h
index 72ad4bd..7b18155 100644
--- a/source/gameengine/VideoTexture/ImageRender.h
+++ b/source/gameengine/VideoTexture/ImageRender.h
@@ -105,10 +105,8 @@ protected:
 	RAS_IRasterizer* m_rasterizer;
 	/// engine
 	KX_KetsjiEngine* m_engine;
-	///
-
 	/// background color
-	float  m_background[4];
+	float m_background[4];
 
 
 	/// render 3d scene to image




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