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.
This commit is contained in:
Campbell Barton
2013-08-03 23:40:15 +00:00
parent c212503437
commit c3b9ec82d0
2 changed files with 10 additions and 9 deletions

View File

@@ -352,7 +352,7 @@ void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas)
}
}
void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport)
void RAS_2DFilterManager::UpdateCanvasTextureCoord(const int viewport[4])
{
/*
* This function update canvascoord[].
@@ -360,12 +360,10 @@ void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport)
* 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 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
// 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

View File

@@ -53,7 +53,7 @@ private:
void FreeTextures();
void UpdateOffsetMatrix(RAS_ICanvas* canvas);
void UpdateCanvasTextureCoord(unsigned int * viewport);
void UpdateCanvasTextureCoord(const int viewport[4]);
float canvascoord[4];
float textureoffsets[18];