Various game engine fixes:
* Fix issue with add transparency mode with blender materials. * Possible fix at frontface flip in the game engine. * Fix color buffering clearing for multiple viewports, it used to clear as if there was one. * Fix for zoom level in user defined viewports, it was based on the full window before, now it is based on the viewport itself. * For user defined viewports, always use Expose instead of Letterbox with bars, the latter doesn't make sense then.
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@@ -168,6 +168,10 @@ public:
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* BeginFrame is called at the start of each frame.
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*/
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virtual bool BeginFrame(int drawingmode, double time)=0;
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/**
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* ClearColorBuffer clears the color buffer.
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*/
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virtual void ClearColorBuffer()=0;
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/**
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* ClearDepthBuffer clears the depth buffer.
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*/
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@@ -181,7 +185,8 @@ public:
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*/
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virtual void EndFrame()=0;
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/**
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* SetRenderArea sets the render area from the 2d canvas
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* SetRenderArea sets the render area from the 2d canvas.
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* Returns true if only of subset of the canvas is used.
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*/
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virtual void SetRenderArea()=0;
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@@ -195,6 +200,7 @@ public:
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* @return true if stereo mode is enabled.
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*/
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virtual bool Stereo()=0;
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virtual bool InterlacedStereo()=0;
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/**
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* Sets which eye buffer subsequent primitives will be rendered to.
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*/
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