[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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