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authorMitchell Stokes <mogurijin@gmail.com>2012-07-23 05:00:56 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-23 05:00:56 +0400
commit02b9ba16bcdd757d3fe98ebcd13dce37869fcf55 (patch)
tree54eb2d2f329e4d6d6f5186ff356deff32f8be625 /source/gameengine/Ketsji/KX_KetsjiEngine.cpp
parent161f502485513c80a01ade75f946a827b49a1c32 (diff)
Fix for bug [#26122] "Overlay scene gets transparent when motion blur is enabled" reported by Alberto Torres Ruiz (dithi).
The problem is motion blur was being treated as a per scene operation, but all scenes were trying to use the same accumulation buffer. Now motion blur is done in EndFrame() instead of PostRenderScene().
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 21c3198b8f9..940f8e5c6fe 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -503,6 +503,8 @@ bool KX_KetsjiEngine::BeginFrame()
void KX_KetsjiEngine::EndFrame()
{
+ m_rendertools->MotionBlur(m_rasterizer);
+
// Show profiling info
m_logger->StartLog(tc_overhead, m_kxsystem->GetTimeInSeconds(), true);
if (m_show_framerate || m_show_profile || (m_show_debug_properties && m_propertiesPresent))
@@ -1344,7 +1346,6 @@ void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
m_rasterizer->FlushDebugShapes();
- m_rendertools->MotionBlur(m_rasterizer);
scene->Render2DFilters(m_canvas);
#ifdef WITH_PYTHON
scene->RunDrawingCallbacks(scene->GetPostDrawCB());