while the docs said it followed the settings in the Output panel, other file
formats work now.
Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
viewport. This helps to eliminate OpenGL calls in weird places like the physics
code and to reduce glGet calls, which are expensive.
There should be no functional changes (except maybe a very slight speed improvement).
In Blender 2.49 the win width and height were been calculated including an extra pixel (e.g. a fullscreen editor would be (width + 1) by (height + 1) )
In opposite to that, Blender 2.5 window/editor code were fixed to have the exact width,height size.
So although the BGE canvas code was still the same as 2.49 it was producing a wrong result.
I'm also adding some commentaries in the setViewport code. BGE is setting the viewports 1 pixel larger.
the setViewport command is been used as if one should pass (minx, miny, width, height), while it should be (minx, miny, maxx, maxy). I will take care of that later, if any one has extra comments on that, please let me know.
* gameplayer is now probably not going to build without PNG turned ON.
To fix that it would be necessary to use #ifndef NOPNG around the GPC_Canvas::MakeScreenShot.
Since I don't this function it's working in 2.5 yet it's better to wait for that before doing it.
Changed:
row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];
Thanks emil....
Kent