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author | Dalai Felinto <dfelinto@gmail.com> | 2010-03-03 09:38:47 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2010-03-03 09:38:47 +0300 |
commit | 0cad3ae24cc9628be09da4d1b4fe475a0c1733f7 (patch) | |
tree | 4078f623e0d7e5edbf23814d638982e3c706ba47 /source/gameengine/GamePlayer/common/GPC_RenderTools.h | |
parent | c26486f207eab2a82d02932d8ff2b7c19a307b95 (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/GamePlayer/common/GPC_RenderTools.h')
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.h | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h index 1f58c5cb543..378c6d8580f 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h @@ -94,10 +94,6 @@ public: virtual void MotionBlur(RAS_IRasterizer* rasterizer); - virtual void Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text); - - virtual void Render2DFilters(RAS_ICanvas* canvas); - virtual void SetClientObject(RAS_IRasterizer *rasty, void* obj); }; |