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authorBenoit Bolsee <benoit.bolsee@online.be>2015-04-11 17:07:45 +0300
committerThomas Szepe <HG1_public@gmx.net>2015-04-11 17:08:15 +0300
commitb329016b29c3189e23bafebbe984008dae0d60a2 (patch)
tree362cea573e7a33e51a6fd80bc67cafff9687e1ee /source
parenta6421e12915db17d311cd716f34395b3c56859bc (diff)
BGE: FIX T43537: ImageMirror does not work in BlenderPlayer with quad buffer
In quad-buffer stereo mode, the GE render pass ends with the right eye on the right buffer, but we need to draw on the left buffer to capture the render. Reviewed By: agoose77, HG1
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 9feb6141cc4..6a898ff50c2 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -272,6 +272,12 @@ void ImageRender::Render()
// restore the stereo mode now that the matrix is computed
m_rasterizer->SetStereoMode(stereomode);
+ if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) {
+ // In QUAD buffer stereo mode, the GE render pass ends with the right eye on the right buffer
+ // but we need to draw on the left buffer to capture the render
+ // TODO: implement an explicit function in rasterizer to restore the left buffer.
+ m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_LEFTEYE);
+ }
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
m_scene->RenderBuckets(camtrans, m_rasterizer);