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authorDalai Felinto <dfelinto@gmail.com>2010-03-03 09:38:47 +0300
committerDalai Felinto <dfelinto@gmail.com>2010-03-03 09:38:47 +0300
commit0cad3ae24cc9628be09da4d1b4fe475a0c1733f7 (patch)
tree4078f623e0d7e5edbf23814d638982e3c706ba47 /source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
parentc26486f207eab2a82d02932d8ff2b7c19a307b95 (diff)
BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use. (1) Performance - To run the filters 2X == 2X slower (2) flexibility of use - Very often we want the filter in the scene but not in the UI for example. For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now. To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes. * * * * * Imagine that we have: (a) Main Scene (b) Overlay Scene in Main Scene the Z Buffer and RGB will be from the main scene. in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b]. So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
Diffstat (limited to 'source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp10
1 files changed, 0 insertions, 10 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 60d60ca9045..3d736557535 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -379,13 +379,3 @@ void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
}
}
}
-
-void KX_BlenderRenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
-{
- m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
-}
-
-void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
-{
- m_filtermanager.RenderFilters(canvas);
-}