[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44015] trunk/blender/source/gameengine/ Ketsji/KX_FontObject.cpp: bge font objects: fix for difference in size when object has a parent

Alex Fraser alex at phatcore.com
Wed Apr 25 03:30:11 CEST 2012


Remind me what was wrong with the mipmap patch? Didn't it just make
the profiling overlay a bit funny in certain situations? I thought it
worked pretty well.

Alex

On 10 February 2012 18:52, Dalai Felinto <dfelinto at gmail.com> wrote:
> Revision: 44015
>          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=44015
> Author:   dfelinto
> Date:     2012-02-10 07:52:21 +0000 (Fri, 10 Feb 2012)
> Log Message:
> -----------
> bge font objects: fix for difference in size when object has a parent
> for after 2.62 I would like to try if using doubles would help to increase the precision here.
>
> Also now that the mipmap patch is reverted we may want to look at this problem from a different perspective.
> RES could be calculated taking the object size in relation to the camera (i.e. size and distance, ignoring rotation).
> That may solve both problems of wrong resolution and lack of smoothness.
>
> For the time being users still need to use object.resolution to fine tune the rendered text.
>
> Modified Paths:
> --------------
>    trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp
>
> Modified: trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp
> ===================================================================
> --- trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp    2012-02-10 06:50:16 UTC (rev 44014)
> +++ trunk/blender/source/gameengine/Ketsji/KX_FontObject.cpp    2012-02-10 07:52:21 UTC (rev 44015)
> @@ -173,10 +173,10 @@
>        this->GetObjectColor().getValue(m_color);
>
>        /* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
> -       float RES = BGE_FONT_RES * m_resolution;
> +       const float RES = BGE_FONT_RES * m_resolution;
>
> -       float size = m_fsize * m_object->size[0] * RES;
> -       float aspect = 1.f / (m_object->size[0] * RES);
> +       const float size = m_fsize * this->NodeGetWorldScaling()[0] * RES;
> +       const float aspect = m_fsize / size;
>
>        /* Get a working copy of the OpenGLMatrix to use */
>        double mat[16];
>
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