forked from bartvdbraak/blender
0cad3ae24c
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)
28 lines
763 B
Python
28 lines
763 B
Python
#!/usr/bin/python
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Import ('env')
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sources = env.Glob('*.cpp') + env.Glob('Joystick/*.cpp')
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incs = '. #/source/kernel/gen_system #/intern/string'
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incs += ' #/source/gameengine/Expressions #/intern/moto/include'
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incs += ' #/source/gameengine/Rasterizer #/source/gameengine/SceneGraph'
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incs += ' #/source/gameengine/Ketsji'
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defs = []
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if env['WITH_BF_SDL']:
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incs += ' ' + env['BF_SDL_INC']
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else:
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defs.append('DISABLE_SDL')
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if env['WITH_BF_PYTHON']:
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incs += ' ' + env['BF_PYTHON_INC']
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else:
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defs.append('DISABLE_PYTHON')
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if env['OURPLATFORM'] in ('win32-vc', 'win64-vc'):
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if env['BF_DEBUG']:
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defs.append('_DEBUG')
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env.BlenderLib ( 'bf_logic', sources, Split(incs), defs, libtype=['core','player'], priority=[330,65], cxx_compileflags=env['BGE_CXXFLAGS'])
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