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authorMitchell Stokes <mogurijin@gmail.com>2012-12-29 12:36:41 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-29 12:36:41 +0400
commit0cb07bcabcad6a8090750470cd834210cce08318 (patch)
treeb384eb8cfa99177099568330c4fb3ade0540d5d8 /source/gameengine
parent7d68b37032d4eaa42520a5722c62708983df890d (diff)
BGE: An off-by-one error when setting up the viewport for 2D filters caused a blurring effect when using 2D filters. This is now fixed.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index a379b851293..ab0f62c84c7 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(0, 0, rect_width, rect_height);
+ canvas->SetViewPort(0, 0, rect_width-1, rect_height-1);
glDisable(GL_DEPTH_TEST);
// in case the previous material was wire