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authorBenoit Bolsee <benoit.bolsee@online.be>2009-04-08 19:06:20 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-04-08 19:06:20 +0400
commit2074128fadbfd58ea13a68cbccaa1f6771bbd710 (patch)
tree382eedec3266dc9780f3e29aa41a9153d4809b76 /source/gameengine/Rasterizer
parent4b77f9504c7f468fe3b3e91ab503b09b5f1e1a9e (diff)
Patch #18462: Fisheye (Dome) and Spherical Panoramic mode in BGE.
User guide: http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera Fixed two bugs from original patch: - deleting a text will clear the warp field from Game framing settings - removed spurious black dots along the edge of the cube map in the gameplayer Known limitation: - resizing of the screen doesn't work in the gameplayer Known bugs: - Texture with reflexion are not rendered correctly - Spurious problems with light
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h1
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp6
2 files changed, 4 insertions, 3 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 83adcfd8321..cfeda06e670 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -113,6 +113,7 @@ public:
RAS_STEREO_ANAGLYPH,
RAS_STEREO_SIDEBYSIDE,
RAS_STEREO_VINTERLACE,
+ RAS_STEREO_DOME,
RAS_STEREO_MAXSTEREO
};
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 765ff0174ee..1a9a28916de 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -436,7 +436,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
bool RAS_OpenGLRasterizer::Stereo()
{
- if(m_stereomode == RAS_STEREO_NOSTEREO)
+ if(m_stereomode == RAS_STEREO_NOSTEREO || m_stereomode == RAS_STEREO_DOME)
return false;
else
return true;
@@ -803,7 +803,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
double mat[16];
// correction for stereo
- if(m_stereomode != RAS_STEREO_NOSTEREO)
+ if(Stereo())
{
float near_div_focallength;
// next 2 params should be specified on command line and in Blender publisher
@@ -846,7 +846,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
m_viewmatrix = mat;
// correction for stereo
- if(m_stereomode != RAS_STEREO_NOSTEREO)
+ if(Stereo())
{
MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention