From 704fef314a6a4ed17ad93cb32f1821c337ddb7d5 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 14 Sep 2008 00:32:18 +0000 Subject: Various game engine fixes: * Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then. --- .../RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 37 +++++++++++++--------- .../RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h | 3 +- 2 files changed, 24 insertions(+), 16 deletions(-) (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer') diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 62ee2edb731..4f31ae7fcbc 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -105,8 +105,12 @@ bool RAS_OpenGLRasterizer::Init() m_ambg = 0.0f; m_ambb = 0.0f; - SetBlendingMode(GPU_BLEND_SOLID); - SetFrontFace(true); + glDisable(GL_BLEND); + glDisable(GL_ALPHA_TEST); + m_last_blendmode = GPU_BLEND_SOLID; + + glFrontFace(GL_CCW); + m_last_frontface = true; glClearColor(m_redback,m_greenback,m_blueback,m_alphaback); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); @@ -250,21 +254,10 @@ void RAS_OpenGLRasterizer::Exit() EndFrame(); } -bool RAS_OpenGLRasterizer::InterlacedStereo() const -{ - return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED; -} - bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time) { m_time = time; m_drawingmode = drawingmode; - - if (!InterlacedStereo() || m_curreye == RAS_STEREO_LEFTEYE) - { - m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback); - m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER); - } // Blender camera routine destroys the settings if (m_drawingmode < KX_SOLID) @@ -278,8 +271,12 @@ bool RAS_OpenGLRasterizer::BeginFrame(int drawingmode, double time) glEnable (GL_CULL_FACE); } - SetBlendingMode(GPU_BLEND_SOLID); - SetFrontFace(true); + glDisable(GL_BLEND); + glDisable(GL_ALPHA_TEST); + m_last_blendmode = GPU_BLEND_SOLID; + + glFrontFace(GL_CCW); + m_last_frontface = true; glShadeModel(GL_SMOOTH); @@ -310,6 +307,12 @@ void RAS_OpenGLRasterizer::SetDepthMask(DepthMask depthmask) } +void RAS_OpenGLRasterizer::ClearColorBuffer() +{ + m_2DCanvas->ClearColor(m_redback,m_greenback,m_blueback,m_alphaback); + m_2DCanvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER); +} + void RAS_OpenGLRasterizer::ClearDepthBuffer() { @@ -420,6 +423,10 @@ bool RAS_OpenGLRasterizer::Stereo() return true; } +bool RAS_OpenGLRasterizer::InterlacedStereo() +{ + return m_stereomode == RAS_STEREO_VINTERLACE || m_stereomode == RAS_STEREO_INTERLACED; +} void RAS_OpenGLRasterizer::SetEye(const StereoEye eye) { diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h index 368bd4312ac..0717cce0ce8 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h @@ -88,7 +88,6 @@ class RAS_OpenGLRasterizer : public RAS_IRasterizer float m_focallength; bool m_setfocallength; int m_noOfScanlines; - bool InterlacedStereo() const; //motion blur int m_motionblur; @@ -131,6 +130,7 @@ public: virtual bool Init(); virtual void Exit(); virtual bool BeginFrame(int drawingmode, double time); + virtual void ClearColorBuffer(); virtual void ClearDepthBuffer(); virtual void ClearCachingInfo(void); virtual void EndFrame(); @@ -138,6 +138,7 @@ public: virtual void SetStereoMode(const StereoMode stereomode); virtual bool Stereo(); + virtual bool InterlacedStereo(); virtual void SetEye(const StereoEye eye); virtual StereoEye GetEye(); virtual void SetEyeSeparation(const float eyeseparation); -- cgit v1.2.3