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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