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authorMitchell Stokes <mogurijin@gmail.com>2012-12-24 06:59:16 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-24 06:59:16 +0400
commit119665d5b7b61f1924b4f0bf89fe1cff00017eed (patch)
treefec95260eeb16ce1c8ff2ac45adb2155be64c777 /source/gameengine
parent388c08c88b7f7ec27dcde3f44761adba8926bde8 (diff)
BGE: Use canvas->SetViewPort() instead of glViewport() in the 2D filter.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index cf869e71945..152c6bcce4e 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -428,8 +428,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
// reverting to texunit 0, without this we get bug [#28462]
glActiveTextureARB(GL_TEXTURE0);
-
- glViewport(rect.GetLeft(), rect.GetBottom(), rect_width, rect_height);
+ canvas->SetViewPort(rect.GetLeft(), rect.GetBottom(), rect_width, rect_height);
glDisable(GL_DEPTH_TEST);
// in case the previous material was wire
@@ -466,7 +465,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
}
glEnable(GL_DEPTH_TEST);
- glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
+ canvas->SetViewPort(viewport[0],viewport[1],viewport[2],viewport[3]);
EndShaderProgram();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);