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author | Dalai Felinto <dfelinto@gmail.com> | 2010-02-01 18:13:05 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2010-02-01 18:13:05 +0300 |
commit | 90e2b22feeb142d190b7aa2dd1e98fdd48f572bc (patch) | |
tree | 2cc26d41d26f5e0da88d29ff9e40c45879191e55 /source/gameengine | |
parent | 7bd3d1213a2983a544adf8e1805d043f1bb10a32 (diff) |
BGE: fix for [#20684] Game Render blanks screen on Anaglyph Stereo view
The problem was: the Blender default camera has DOF distance as 0.0. Since we are using this as Focal Length for the stereo calculation we had terrible stereo by default.
Fix: whenever DOF == 0.0 we use focal length as eye separation * 30.0 (known to be a reasonable value)
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index bbccb511249..67b5c89efbf 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -904,7 +904,9 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( // if Rasterizer.setFocalLength is not called we use the camera focallength if (!m_setfocallength) - m_focallength = focallength; + // if focallength is null we use a value known to be reasonable + m_focallength = (focallength == 0.f) ? m_eyeseparation * 30.0 + : focallength; near_div_focallength = frustnear / m_focallength; offset = 0.5 * m_eyeseparation * near_div_focallength; |