Fix #27635: GLSL filter uniform variable not set for group instance.
The problem was that SCA_2DFilterActuator was defining and using a variable called "m_gameObj", when it should be using "m_gameobj" as defined by SCA_ILogicBrick. The way it was, reparenting did only half the work required to duplicate the actuator. Patch by Alex Fraser, thanks!
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@@ -55,10 +55,10 @@ SCA_2DFilterActuator::SCA_2DFilterActuator(
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m_rasterizer(rasterizer),
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m_scene(scene)
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{
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m_gameObj = NULL;
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m_gameobj = NULL;
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if(gameobj){
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m_propNames = gameobj->GetPropertyNames();
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m_gameObj = gameobj;
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m_gameobj = gameobj;
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}
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}
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@@ -91,7 +91,7 @@ bool SCA_2DFilterActuator::Update()
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}
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else if(m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS)
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{
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m_scene->Update2DFilter(m_propNames, m_gameObj, m_type, m_int_arg, m_shaderText);
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m_scene->Update2DFilter(m_propNames, m_gameobj, m_type, m_int_arg, m_shaderText);
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}
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// once the filter is in place, no need to update it again => disable the actuator
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return false;
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@@ -42,7 +42,6 @@ class SCA_2DFilterActuator : public SCA_IActuator
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private:
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vector<STR_String> m_propNames;
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void * m_gameObj;
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RAS_2DFilterManager::RAS_2DFILTER_MODE m_type;
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short m_disableMotionBlur;
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float m_float_arg;
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