Revision: 19997
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19997
Author:   dfelinto
Date:     2009-04-30 04:41:07 +0200 (Thu, 30 Apr 2009)

Log Message:
-----------
BGE Dome update. Spurious black seams (finally) fixed.
The solution is a hack. It's a workaround for another bug (#18655).
Now it's working in all modes: fullscreen, maximized screen and gameplayer.

* small change to always set the perspective mode as true during dome mode.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp

Modified: trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp  2009-04-30 02:14:03 UTC 
(rev 19996)
+++ trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp  2009-04-30 02:41:07 UTC 
(rev 19997)
@@ -147,7 +147,7 @@
 
 void KX_Dome::SetViewPort(GLuint viewport[4])
 {
-       if(canvaswidth != m_canvas->GetWidth() || canvasheight != 
m_canvas->GetHeight())
+       if(canvaswidth != m_viewport.GetWidth() || canvasheight != 
m_viewport.GetHeight())
        {
                m_viewport.SetLeft(viewport[0]); 
                m_viewport.SetBottom(viewport[1]);
@@ -201,12 +201,25 @@
 - reduce the buffer for better performace
 - create a power of 2 texture bigger than the buffer
 */
+/*
+Blender handles Canvas size differently when in fullscreen mode.
+We are manually checking for that. Although it's a hack, it works.
 
+Bug reported here: #18655 - Inconsistency of pixels in canvas dimensions when 
in maximized mode (affecting BGE Dome)
+http://projects.blender.org/tracker/?func=detail&aid=18655&group_id=9&atid=125
+*/
+
        canvaswidth = m_canvas->GetWidth();
        canvasheight = m_canvas->GetHeight();
 
+       bool fullscreen(false); //XXX HACK
+       fullscreen = (canvaswidth != m_viewport.GetWidth());
+
        m_buffersize = (canvaswidth > canvasheight?canvasheight:canvaswidth);
        m_buffersize = (int)(m_buffersize*m_resbuffer); //reduce buffer size 
for better performance
+       
+       if (fullscreen) //XXX HACK
+               m_buffersize --;
 
        int i = 0;
        while ((1 << i) <= m_buffersize)
@@ -227,6 +240,9 @@
                        i++;
                warp.imageheight = (1 << i);
        }
+       //XXX HACK
+       canvaswidth  = m_viewport.GetWidth();
+       canvasheight = m_viewport.GetHeight();
 }
 
 bool KX_Dome::CreateDL(){
@@ -1365,7 +1381,7 @@
        /*
        // manually creating a 90\xBA Field of View Frustum 
 
-        the original formula:
+       the original formula:
        top = tan(fov*3.14159/360.0) * near [for fov in degrees]
        fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians]
        bottom = -top
@@ -1913,7 +1929,7 @@
 
        MT_Transform camtrans(cam->GetWorldToCamera());
        MT_Matrix4x4 viewmat(camtrans);
-       m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), 
cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
+       m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), 
cam->NodeGetWorldPosition(), 1.0);
        cam->SetModelviewMatrix(viewmat);
 
        scene->CalculateVisibleMeshes(m_rasterizer,cam);


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