blender/source
Dalai Felinto ee7a2ccb22 BGE Dome: fix for "objects parented to the camera will be rendered multiple times in Dome mode"
The funny thing is: I only spotted this bug in March of this year. Almost one year after the original release. I think I don't parent objects to the camera often.

In terms of code I think that I can even think in a more elegant solution. I don't really need to rotate the camera, but simply to calculate its Modelview Matrix.
"""
m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), 1.0);
cam->SetModelviewMatrix(viewmat);
"""
The reason why I originally was rotating the camera was to make sure the frustum calculation was using the right camera frustum. For the frustum it takes the camera modelviewmatrix so the rotation really shouldn't be necessary. Leaving as it's for the time being.

* Note: the bug was never officially reported
2010-09-15 07:05:55 +00:00
..
blender bugfix [#23405] PNG Images bigger then 2gig wont load with blender. 2010-09-15 06:43:36 +00:00
blenderplayer patch [#23650] fix stubs.c for optimized build 2010-09-07 02:39:32 +00:00
creator option to disable ITASC IK solver, (will be enabled by default ofcourse) 2010-09-12 12:27:12 +00:00
darwin Update address in license block. 2010-08-10 21:22:26 +00:00
gameengine BGE Dome: fix for "objects parented to the camera will be rendered multiple times in Dome mode" 2010-09-15 07:05:55 +00:00
icons Windows Icons: 2010-09-05 07:08:21 +00:00
kernel - use list append in more places (preferred method since its faster) 2010-09-06 10:15:41 +00:00
CMakeLists.txt correct fsf address 2010-02-12 13:34:04 +00:00
Makefile Group all AUD libs, duplicate one to avoid linker error. 2010-08-17 01:50:47 +00:00
SConscript Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00