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authorDalai Felinto <dfelinto@gmail.com>2009-12-29 18:47:20 +0300
committerDalai Felinto <dfelinto@gmail.com>2009-12-29 18:47:20 +0300
commite37e3845a1d65501262f21a45b794a53c4c69a00 (patch)
tree763cc3add00a166a24b7be01939bd59d573613ea /source/gameengine/Rasterizer/RAS_CameraData.h
parent1cfb5ffb5dfc9fe10273c59d2cb1acffc303af25 (diff)
BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U. The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI) In order to change it you can change the camera focal length or use Rasterizer.setFocalLength. If you use the Rasterizer method it will use this value for all the cameras. ToDo: - Blenderplayer settings - Update wiki documentation (any volunteer)? * Note to stereo fans: I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out. For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_CameraData.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_CameraData.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index c8f4d9a0a17..81dcc839ecb 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -44,19 +44,19 @@ struct RAS_CameraData
float m_focallength;
RAS_CameraData(float lens = 35.0, float scale = 6.0, float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
- float focallength = 0.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
+ float focallength = 3.0, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
int viewportright = 0, int viewporttop = 0) :
m_lens(lens),
m_scale(scale),
m_clipstart(clipstart),
m_clipend(clipend),
m_perspective(perspective),
+ m_focallength(focallength),
m_viewport(viewport),
m_viewportleft(viewportleft),
m_viewportbottom(viewportbottom),
m_viewportright(viewportright),
- m_viewporttop(viewporttop),
- m_focallength(focallength)
+ m_viewporttop(viewporttop)
{
}
};