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authorMitchell Stokes <mogurijin@gmail.com>2012-07-28 13:45:39 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-28 13:45:39 +0400
commitf405d8fa5353cf0c839b44105048251fd4a1a481 (patch)
treea922a7b28efc0f675c5a54e8fdf85e5ca2ba5677 /source
parent94576f20f4b792c629bf17205ac66b8de167d755 (diff)
BGE: Fixing a performance regression with 2D filters. My changes caused a check to fail every frame resulting in constant recreation of textures.
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp3
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.h2
2 files changed, 1 insertions, 4 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index 097c2a9c824..92c390efd39 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -52,7 +52,6 @@
RAS_2DFilterManager::RAS_2DFilterManager():
texturewidth(-1), textureheight(-1),
-canvaswidth(-1), canvasheight(-1),
/* numberoffilters(0), */ /* UNUSED */ need_tex_update(true)
{
isshadersupported = GLEW_ARB_shader_objects &&
@@ -404,7 +403,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
RAS_Rect rect = canvas->GetWindowArea();
int rect_width = rect.GetWidth()+1, rect_height = rect.GetHeight()+1;
- if (canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
+ if (texturewidth != rect_width || textureheight != rect_height)
{
UpdateOffsetMatrix(canvas);
UpdateCanvasTextureCoord((unsigned int*)viewport);
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
index 93d143dd3ce..ba74018d36b 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.h
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h
@@ -62,8 +62,6 @@ private:
unsigned int texname[3];
int texturewidth;
int textureheight;
- int canvaswidth;
- int canvasheight;
/* int numberoffilters; */ /* UNUSED */
/* bit 0: enable/disable depth texture
* bit 1: enable/disable luminance texture*/