blender/source/gameengine/GamePlayer
Dalai Felinto 0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
..
common BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!! 2010-03-03 06:38:47 +00:00
ghost BGE Dome: BlenderPlayer Console arguments: warpdata working now (only with absolute path) 2010-02-25 06:05:56 +00:00
CMakeLists.txt correct fsf address 2010-02-12 13:34:04 +00:00
Makefile Fixing up the webplugin defines for the Makefiles. 2008-05-08 18:38:21 +00:00
SConscript * tweak linking priorities - should help for GCC users 2008-01-08 09:47:44 +00:00