BGE: Fix for [#33685] "2D Filters Partially Offset" reported by Josiah Lane (solarlune). This bug was caused by me in a recent change to clean up the 2D filters a bit. I forgot that canvas->SetViewPort already handles some viewport calculations, and thus I ended up doubling up on calculations, which caused the offset.
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@@ -428,7 +428,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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// reverting to texunit 0, without this we get bug [#28462]
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glActiveTextureARB(GL_TEXTURE0);
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canvas->SetViewPort(rect.GetLeft(), rect.GetBottom(), rect_width, rect_height);
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canvas->SetViewPort(0, 0, rect_width, rect_height);
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glDisable(GL_DEPTH_TEST);
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// in case the previous material was wire
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