diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-14 04:32:18 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-14 04:32:18 +0400 |
commit | 704fef314a6a4ed17ad93cb32f1821c337ddb7d5 (patch) | |
tree | 2eb7219c466acd0c77ae21d9231543ba1508d8b3 /source/gameengine/Rasterizer/RAS_BucketManager.cpp | |
parent | 06be41648ffe7be565fe5a1e117e3611384c667f (diff) |
Various game engine fixes:
* Fix issue with add transparency mode with blender materials.
* Possible fix at frontface flip in the game engine.
* Fix color buffering clearing for multiple viewports, it used
to clear as if there was one.
* Fix for zoom level in user defined viewports, it was based on
the full window before, now it is based on the viewport itself.
* For user defined viewports, always use Expose instead of
Letterbox with bars, the latter doesn't make sense then.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_BucketManager.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_BucketManager.cpp | 21 |
1 files changed, 6 insertions, 15 deletions
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp index 9fb21a3c17b..f7938bb62e6 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp +++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp @@ -130,9 +130,6 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList sort(slots.begin(), slots.end(), fronttoback()); } -//static int TOTASLOT = 0; -//static int TOTSLOT = 0; - void RAS_BucketManager::RenderAlphaBuckets( const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) { @@ -149,10 +146,8 @@ void RAS_BucketManager::RenderAlphaBuckets( for(sit=slots.begin(); sit!=slots.end(); ++sit) { rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); - while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) { + while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms)); - //TOTASLOT++; - } } rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED); @@ -173,13 +168,14 @@ void RAS_BucketManager::RenderSolidBuckets( rendertools->SetClientObject(rasty, mit->m_clientObj); - while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) { + while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools)) (*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit); - //TOTSLOT++; - } } } + /* this code draws meshes order front-to-back instead to reduce overdraw. + * it turned out slower due to much material state switching, a more clever + * algorithm might do better. */ #if 0 vector<sortedmeshslot> slots; vector<sortedmeshslot>::iterator sit; @@ -198,17 +194,12 @@ void RAS_BucketManager::RenderSolidBuckets( void RAS_BucketManager::Renderbuckets( const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools) { - // beginning each frame, clear (texture/material) caching information + /* beginning each frame, clear (texture/material) caching information */ rasty->ClearCachingInfo(); - //TOTASLOT = 0; - //TOTSLOT = 0; - RenderSolidBuckets(cameratrans, rasty, rendertools); RenderAlphaBuckets(cameratrans, rasty, rendertools); - //printf("total slots = %d = %d + %d\n", TOTSLOT + TOTASLOT, TOTSLOT, TOTASLOT); - rendertools->SetClientObject(rasty, NULL); } |