Commit: f5648f6db9f4549d9e3220f89361e5f76e5b2b2a Author: Porteries Tristan Date: Wed Apr 8 06:44:39 2015 +0200 Branches: master https://developer.blender.org/rBf5648f6db9f4549d9e3220f89361e5f76e5b2b2a
BGE : Fix T36285 Wrong viewport scale. Fix of T36285, I just invalidate projection matrix when a camera switch to viewport mode, because we need to rewrite the projection matrix in RenderFrame. It worked with old blender version because when you use viewport render one camera is added in the camera list and initialize its projection matrix for the first time. But when we used several cameras + viewport for splitscreen we had issues. Reviewers: dfelinto, hg1, ben2610, lordloki, moguri Reviewed By: moguri Projects: #game_rendering, #game_engine Differential Revision: https://developer.blender.org/D1202 =================================================================== M source/gameengine/Ketsji/KX_Camera.cpp =================================================================== diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp index ce2fe5f..4dbaddc 100644 --- a/source/gameengine/Ketsji/KX_Camera.cpp +++ b/source/gameengine/Ketsji/KX_Camera.cpp @@ -463,6 +463,7 @@ bool KX_Camera::GetFrustumCulling() const void KX_Camera::EnableViewport(bool viewport) { + InvalidateProjectionMatrix(false); // We need to reset projection matrix m_camdata.m_viewport = viewport; } _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
