Revision: 39851
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39851
Author:   moguri
Date:     2011-09-01 19:53:14 +0000 (Thu, 01 Sep 2011)
Log Message:
-----------
BGE: Undoing r39729 and applying a simpler fix (ensuring that the viewport is 
correct for PostRenderScene()). This way both 2d filters and post_draw 
callbacks with with multiple viewports.

Revision Links:
--------------
    
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39729

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

Modified: trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp  2011-09-01 
19:43:57 UTC (rev 39850)
+++ trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp  2011-09-01 
19:53:14 UTC (rev 39851)
@@ -886,8 +886,6 @@
                {
                        if((*it)->GetViewport())
                        {
-                               // Change the active camera so Python scripts 
can figure out what viewport they're in
-                               scene->SetActiveCamera(*it);
                                if (scene->IsClearingZBuffer())
                                        m_rasterizer->ClearDepthBuffer();
                
@@ -899,10 +897,6 @@
                        
                        it++;
                }
-
-               // Now change the camera back
-               scene->SetActiveCamera(cam);
-
                PostRenderScene(scene);
        }
 
@@ -1322,10 +1316,6 @@
        
        if (scene->GetPhysicsEnvironment())
                scene->GetPhysicsEnvironment()->debugDrawWorld();
-
-#ifdef WITH_PYTHON
-       scene->RunDrawingCallbacks(scene->GetPostDrawCB());     
-#endif
 }
 
 void KX_KetsjiEngine::RenderFonts(KX_Scene* scene)
@@ -1345,8 +1335,14 @@
 */
 void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
 {
+       // We need to first make sure our viewport is correct (enabling 
multiple viewports can mess this up)
+       m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), 
m_canvas->GetHeight());
+
        m_rendertools->MotionBlur(m_rasterizer);
        scene->Render2DFilters(m_canvas);
+#ifdef WITH_PYTHON
+       scene->RunDrawingCallbacks(scene->GetPostDrawCB());     
+#endif
        m_rasterizer->FlushDebugLines();
 }
 

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