Revision: 58884
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=58884
Author:   campbellbarton
Date:     2013-08-03 23:40:15 +0000 (Sat, 03 Aug 2013)
Log Message:
-----------
fix for strange error with BGE 2d filter code,
RAS_2DFilterManager::RenderFilters was casting an int to an unsigned int, then 
doing a subtraction which would give a negative number.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp  
2013-08-03 22:04:47 UTC (rev 58883)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp  
2013-08-03 23:40:15 UTC (rev 58884)
@@ -352,7 +352,7 @@
        }
 }
 
-void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport)
+void RAS_2DFilterManager::UpdateCanvasTextureCoord(const int viewport[4])
 {
        /*
         * This function update canvascoord[].
@@ -360,12 +360,10 @@
         * That way we can access the texcoord relative to the canvas:
         * (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center
         */
-       canvascoord[0] = (GLfloat) viewport[0] / viewport[2];
-       canvascoord[0] *= -1;
+       canvascoord[0] = (GLfloat) viewport[0] / -viewport[2];
        canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2];
  
-       canvascoord[2] = (GLfloat) viewport[1] / viewport[3];
-       canvascoord[2] *= -1;
+       canvascoord[2] = (GLfloat) viewport[1] / -viewport[3];
        canvascoord[3] = (GLfloat)(textureheight - viewport[1]) / viewport[3];
 }
 
@@ -396,14 +394,14 @@
        if (num_filters <= 0)
                return;
 
-       const GLint *viewport = canvas->GetViewPort();
+       const int *viewport = canvas->GetViewPort();
        RAS_Rect rect = canvas->GetWindowArea();
        int rect_width = rect.GetWidth()+1, rect_height = rect.GetHeight()+1;
 
        if (texturewidth != rect_width || textureheight != rect_height)
        {
                UpdateOffsetMatrix(canvas);
-               UpdateCanvasTextureCoord((unsigned int*)viewport);
+               UpdateCanvasTextureCoord(viewport);
                need_tex_update = true;
        }
        
@@ -432,7 +430,10 @@
        // We do this to make side-by-side stereo rendering work correctly with 
2D filters. It would probably be nicer to just set the viewport,
        // but it can be easier for writing shaders to have the coordinates for 
the whole screen instead of just part of the screen. 
        RAS_Rect scissor_rect = canvas->GetDisplayArea();
-       glScissor(scissor_rect.GetLeft()+viewport[0], 
scissor_rect.GetBottom()+viewport[1], scissor_rect.GetWidth()+1, 
scissor_rect.GetHeight()+1);
+       glScissor(scissor_rect.GetLeft() + viewport[0],
+                 scissor_rect.GetBottom() + viewport[1],
+                 scissor_rect.GetWidth() + 1,
+                 scissor_rect.GetHeight() + 1);
 
        glDisable(GL_DEPTH_TEST);
        // in case the previous material was wire

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h    
2013-08-03 22:04:47 UTC (rev 58883)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.h    
2013-08-03 23:40:15 UTC (rev 58884)
@@ -53,7 +53,7 @@
        void FreeTextures();
 
        void UpdateOffsetMatrix(RAS_ICanvas* canvas);
-       void UpdateCanvasTextureCoord(unsigned int * viewport);
+       void UpdateCanvasTextureCoord(const int viewport[4]);
  
        float                   canvascoord[4];
        float                   textureoffsets[18];

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to