From a6007d1a5c37d6e544285965be7c2caa74930a9b Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Mon, 1 Nov 2010 00:15:12 +0000 Subject: 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) --- source/gameengine/Rasterizer/RAS_2DFilterManager.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'source/gameengine/Rasterizer') 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& 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; } -- cgit v1.2.3