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authorDalai Felinto <dfelinto@gmail.com>2009-05-18 00:37:13 +0400
committerDalai Felinto <dfelinto@gmail.com>2009-05-18 00:37:13 +0400
commit9ce8a676906b6b07b0971f0d5886ae338d188629 (patch)
treec46895ec23b579a203e7e0be93a172325c06299a /source/gameengine/Ketsji/KX_KetsjiEngine.cpp
parent41acd3b81cd2a7156b8c5ced4d4aa257e7575517 (diff)
BGE Dome: removing of size option and adding tilt option.
- Size adjustments can be accomplished with warp mesh data now. So we get a free spot in the GUI for a tilt option. - Tilt option to tilt the camera (for planetarium domes). Angle is in degree from -180 to +180. It's needed for planetarium domes (as this one http://domejunky.blogspot.com/2009/05/dome-corrected-bge.html ). - This is the last commit regarding dome code I expected to 2.49. I consider this feature full implemented now. (working on docs now)
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp12
1 files changed, 2 insertions, 10 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index e773a9571f1..4107ed7d82e 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -262,9 +262,9 @@ void KX_KetsjiEngine::SetSceneConverter(KX_ISceneConverter* sceneconverter)
m_sceneconverter = sceneconverter;
}
-void KX_KetsjiEngine::InitDome(float size, short res, short mode, short angle, float resbuf, struct Text* text)
+void KX_KetsjiEngine::InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text)
{
- m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, size, res, mode, angle, resbuf, text);
+ m_dome = new KX_Dome(m_canvas, m_rasterizer, m_rendertools,this, res, mode, angle, resbuf, tilt, text);
m_usedome = true;
}
@@ -272,7 +272,6 @@ void KX_KetsjiEngine::RenderDome()
{
GLuint viewport[4]={0};
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
-// unsigned int m_viewport[4] = {viewport[0], viewport[1], viewport[2], viewport[3]};
m_dome->SetViewPort(viewport);
@@ -297,13 +296,6 @@ void KX_KetsjiEngine::RenderDome()
KX_SceneList::iterator sceneit;
- // This is now done incrementally in KX_Scene::CalculateVisibleMeshes()
- //for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
- //{
- // // do this only once per scene
- // (*sceneit)->UpdateMeshTransformations();
- //}
-
int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
for (int i=0;i<n_renders;i++){
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);