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authorMal Duffin <malachyduffin@gmail.com>2008-07-30 00:28:11 +0400
committerMal Duffin <malachyduffin@gmail.com>2008-07-30 00:28:11 +0400
commitca951b3627b48beab9ddf14ac18040e2f24d959b (patch)
tree27df8fba32552e21c520d6535da549d0db2d03b9 /source/gameengine/Rasterizer
parent039814f7d22b05225b66da7135639712e865ef9a (diff)
Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.
This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view. ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user ) To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand. Now, zoom out until the box is about 10 pixels high, and press P again. The box will disappear / be clipped out. I've set the clip end to the maximum ( 5000 ) as defined in Camera.h. This should be suitable for inclusion in 2.47 branch also.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_CameraData.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_CameraData.h b/source/gameengine/Rasterizer/RAS_CameraData.h
index 0327a3f4763..e3af43fb839 100644
--- a/source/gameengine/Rasterizer/RAS_CameraData.h
+++ b/source/gameengine/Rasterizer/RAS_CameraData.h
@@ -42,7 +42,7 @@ struct RAS_CameraData
int m_viewporttop;
float m_focallength;
- RAS_CameraData(float lens = 35., float clipstart = 0.1, float clipend = 100., bool perspective = true,
+ RAS_CameraData(float lens = 35.0, float clipstart = 0.1, float clipend = 5000.0, bool perspective = true,
float focallength = 0.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
int viewportright = 0, int viewporttop = 0) :
m_lens(lens),