diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2010-11-01 03:15:12 +0300 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2010-11-01 03:15:12 +0300 |
commit | a6007d1a5c37d6e544285965be7c2caa74930a9b (patch) | |
tree | e6579216b77496e2e706bc493fd1f63af4164a37 /source/gameengine | |
parent | 604f0ae3014499617a53a1ac082dabbadc5ba8c5 (diff) |
A couple of changes to 2D filters to make adding new built-in ones nicer:
* Built-in filters were not being analyzed, which means no depth or luminance textures for them
* Removed an unnecessary if that becomes really hairy when new built-in filters are added (ie, when filters are defined beyond the value used for custom filters)
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 0c16d6a29c2..93d82702e90 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -512,11 +512,11 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game return; } - if(mode>=RAS_2DFILTER_MOTIONBLUR && mode<=RAS_2DFILTER_INVERT) - { - if(m_filters[pass]) - glDeleteObjectARB(m_filters[pass]); - m_filters[pass] = CreateShaderProgram(mode); - m_enabled[pass] = 1; - } + // We've checked all other cases, which means we must be dealing with a builtin filter + if(m_filters[pass]) + glDeleteObjectARB(m_filters[pass]); + m_filters[pass] = CreateShaderProgram(mode); + m_gameObjects[pass] = NULL; + AnalyseShader(pass, propNames); + m_enabled[pass] = 1; } |