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authorMitchell Stokes <mogurijin@gmail.com>2010-11-01 03:15:12 +0300
committerMitchell Stokes <mogurijin@gmail.com>2010-11-01 03:15:12 +0300
commita6007d1a5c37d6e544285965be7c2caa74930a9b (patch)
treee6579216b77496e2e706bc493fd1f63af4164a37 /source/gameengine/Rasterizer
parent604f0ae3014499617a53a1ac082dabbadc5ba8c5 (diff)
A couple of changes to 2D filters to make adding new built-in ones nicer:
* Built-in filters were not being analyzed, which means no depth or luminance textures for them * Removed an unnecessary if that becomes really hairy when new built-in filters are added (ie, when filters are defined beyond the value used for custom filters)
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index 0c16d6a29c2..93d82702e90 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -512,11 +512,11 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game
return;
}
- if(mode>=RAS_2DFILTER_MOTIONBLUR && mode<=RAS_2DFILTER_INVERT)
- {
- if(m_filters[pass])
- glDeleteObjectARB(m_filters[pass]);
- m_filters[pass] = CreateShaderProgram(mode);
- m_enabled[pass] = 1;
- }
+ // We've checked all other cases, which means we must be dealing with a builtin filter
+ if(m_filters[pass])
+ glDeleteObjectARB(m_filters[pass]);
+ m_filters[pass] = CreateShaderProgram(mode);
+ m_gameObjects[pass] = NULL;
+ AnalyseShader(pass, propNames);
+ m_enabled[pass] = 1;
}