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author | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-29 08:03:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-29 08:03:25 +0400 |
commit | 7d68b37032d4eaa42520a5722c62708983df890d (patch) | |
tree | db390564d22af7186969851850ecfb07cdc7c430 /source/gameengine | |
parent | bc9ad1270bf3d9b2dbcc34afb39590db3dadee87 (diff) |
BGE: Fix for [#33685] "2D Filters Partially Offset" reported by Josiah Lane (solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 152c6bcce4e..a379b851293 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -428,7 +428,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) // reverting to texunit 0, without this we get bug [#28462] glActiveTextureARB(GL_TEXTURE0); - canvas->SetViewPort(rect.GetLeft(), rect.GetBottom(), rect_width, rect_height); + canvas->SetViewPort(0, 0, rect_width, rect_height); glDisable(GL_DEPTH_TEST); // in case the previous material was wire |