[Bf-committers] BGE: Can we have a centralized call KX_KetsjiEngine::OnResize() (please :)
dfelinto at gmail.com
Wed Feb 4 20:45:50 CET 2009
I was thinking about create this function, and start using it for the
fisheye code. After then, we could move other codes to there. This
would be a safer approach. I would need to investigate which part of
codes could use this instead of their own "onResize methods" in order
to evaluate if it really worth in the long run. but I believe so. As I
said, so far the 2dfilter could be using that, and probably other BGE
parts as well.
<slightly changing the subject>
Yesterday I updated the fisheye build in graphicall:
And now that the build is stable enough (at least in my tests) I'm
going to run tests in the real "targeted" dome. Next Monday I'm flying
to Montreal to test it.
So Brecht if you think you can fix the specular bug by Monday I
promise a video with YoFrankie played in the horizontal dome
("planetarium") :D This (specular) is the only feature that is not
working 100%. (leaving aside some design decisions regarding HUD and
2009/2/4 <blender at erwincoumans.com>:
> Hi Dalai,
> I'm fine with it, but do you have an idea how much work it is?
> If it requires a huge amount of refactoring, it is probably not worth it.
> Benoit, if you read this, do you have any feedback?
> Brecht Van Lommel writes:
>> Hi Dalai,
>> I don't think there is anything like this, seems fine to add it. This
>> kind of code change is OK to do as part of the fisheye patch really,
>> it's often better to improve the code than just copy hacks from other
>> places.. and probably at this point you know more about this particular
>> part of the game engine code than anyone else reading this list :).
>> On Tue, 2009-02-03 at 21:07 -0500, Dalai Felinto wrote:
>>> A lot of times I see the need of checking for viewport size changes
>>> during BGE code.
>>> For example in RAS_2DFilterManager.cpp and in the *wip* Fisheye code.
>>> But I'm pretty sure it happens in all functions that rely on the size
>>> of the viewport for render purposes.
>>> I know that checking viewport size changes and getting power-of-2
>>> texture sizes related to that are fast.
>>> However I think it would be better (easier to code/maintain) if we
>>> could centralize it all in a KX_KetsjiEngine::OnResize() (or any other
>>> Does anyone agree/have a problem with that? There is any reason
>>> (historical, maybe?) to not have it?
>>> Do we already have something like that (i couldn't find it)?
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
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