Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMitchell Stokes <mogurijin@gmail.com>2011-05-15 12:48:43 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-05-15 12:48:43 +0400
commitd05b26c6354a0a77f7f128d0726d85b95f3511ff (patch)
tree4ed98ba92261e403724ce948da2dfb34d2965671 /source/gameengine/BlenderRoutines
parent67441238813f245623708b99404c220e1032e66c (diff)
BGE:
This fixes frame colors not showing up right when using letterbox in the embedded player. Frames are drawn by clearing the whole canvas and then changing the viewport to be within the frames. The problem is that the embedded player's canvas is setup to be within the frames. This means that the extra that would normally be cleared and filled with the frame color is instead the gray color of Blender's region since nothing is actually drawn there by the BGE. To solve this, I just handle the frames in BL_KetsjiEmbedStart.
Diffstat (limited to 'source/gameengine/BlenderRoutines')
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 571cc9087b3..4789155dced 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -427,6 +427,13 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
{
// first check if we want to exit
exitrequested = ketsjiengine->GetExitCode();
+
+ // Clear screen to border color
+ // We do this here since we set the canvas to be within the frames. This means the engine
+ // itself is unaware of the extra space, so we clear the whole region for it.
+ glClearColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 1.0f);
+ glViewport(ar->winrct.xmin, ar->winrct.ymin, ar->winrct.xmax, ar->winrct.ymax);
+ glClear(GL_COLOR_BUFFER_BIT);
// kick the engine
bool render = ketsjiengine->NextFrame();