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author | Benoit Bolsee <benoit.bolsee@online.be> | 2015-04-11 17:07:45 +0300 |
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committer | Thomas Szepe <HG1_public@gmx.net> | 2015-04-11 17:08:15 +0300 |
commit | b329016b29c3189e23bafebbe984008dae0d60a2 (patch) | |
tree | 362cea573e7a33e51a6fd80bc67cafff9687e1ee | |
parent | a6421e12915db17d311cd716f34395b3c56859bc (diff) |
BGE: FIX T43537: ImageMirror does not work in BlenderPlayer with quad buffer
In quad-buffer stereo mode, the GE render pass ends with the right eye on the right buffer, but we need to draw on the left buffer to capture the render.
Reviewed By: agoose77, HG1
-rw-r--r-- | source/gameengine/VideoTexture/ImageRender.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp index 9feb6141cc4..6a898ff50c2 100644 --- a/source/gameengine/VideoTexture/ImageRender.cpp +++ b/source/gameengine/VideoTexture/ImageRender.cpp @@ -272,6 +272,12 @@ void ImageRender::Render() // restore the stereo mode now that the matrix is computed m_rasterizer->SetStereoMode(stereomode); + if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) { + // In QUAD buffer stereo mode, the GE render pass ends with the right eye on the right buffer + // but we need to draw on the left buffer to capture the render + // TODO: implement an explicit function in rasterizer to restore the left buffer. + m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE); + } m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera); m_scene->RenderBuckets(camtrans, m_rasterizer); |