diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2011-10-03 07:32:59 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2011-10-03 07:32:59 +0400 |
commit | 8e55780aa75da5a8f93a927ab93f605d7c580625 (patch) | |
tree | 4ec909488af713220e6273034d8897e8b3d7d0e5 /source/gameengine | |
parent | 3dd75fa6f17cfe39ab215c5f6712da3da5227d74 (diff) |
BGE: removing old hack from Dome code. it's no longer needed and it was making dome to fail if using game autostart (<<bug)
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.cpp | 18 |
1 files changed, 0 insertions, 18 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index f0ea6f15ffe..48ad99ae37b 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -231,26 +231,12 @@ void KX_Dome::CalculateImageSize(void) - reduce the buffer for better performace - create a power of 2 texture bigger than the buffer */ -/* -Blender handles Canvas size differently when in fullscreen mode. -We are manually checking for that. Although it's a hack, it works. - -Bug reported here: #18655 - Inconsistency of pixels in canvas dimensions when in maximized mode (affecting BGE Dome) -http://projects.blender.org/tracker/?func=detail&aid=18655&group_id=9&atid=125 -*/ - canvaswidth = m_canvas->GetWidth(); canvasheight = m_canvas->GetHeight(); - bool fullscreen(false); //XXX HACK - fullscreen = (canvaswidth != m_viewport.GetWidth()); - m_buffersize = (canvaswidth > canvasheight?canvasheight:canvaswidth); m_buffersize = (int)(m_buffersize*m_resbuffer); //reduce buffer size for better performance - if (fullscreen) //XXX HACK - m_buffersize --; - int i = 0; while ((1 << i) <= m_buffersize) i++; @@ -266,10 +252,6 @@ http://projects.blender.org/tracker/?func=detail&aid=18655&group_id=9&atid=125 warp.bufferwidth = canvaswidth; warp.bufferheight = canvasheight; } - - //XXX HACK - canvaswidth = m_viewport.GetWidth(); - canvasheight = m_viewport.GetHeight(); } bool KX_Dome::CreateDL(){ |