2D filters make scene disappear when wire material used #29486

Closed
opened 2011-12-03 07:49:01 +01:00 by Guillaume Côté · 6 comments

%%%I am using blender 2.61 beta revision 42137 but it also work on official 2.6. I am on windows 7 64 bits and I don't know about my video card.

To reproduce the problem, add a 2D filter (I used invert for my tests) and connect it to an always sensor.
Change the default material to be wire.
Start the game engine and you should have an empty scene.

In some situations(like in my untitled blend file), adding another material to other objects made the bug disappear.
%%%

%%%I am using blender 2.61 beta revision 42137 but it also work on official 2.6. I am on windows 7 64 bits and I don't know about my video card. To reproduce the problem, add a 2D filter (I used invert for my tests) and connect it to an always sensor. Change the default material to be wire. Start the game engine and you should have an empty scene. In some situations(like in my untitled blend file), adding another material to other objects made the bug disappear. %%%

Changed status to: 'Open'

Changed status to: 'Open'

%%%Moved from Blender 2.5 Bug Tracker to Game Engine%%%

%%%Moved from Blender 2.5 Bug Tracker to Game Engine%%%

%%%Hi,

I'm attaching a patch that should fix this; RAS_2DFilterManager.cpp needs to make sure it's using GL_FILL polygonmode when doing it's drawing.

If I remember correctly there's a glPushAttrib GL_ALL_ATTRIB_BITS at least when the embedded bge starts + pop/push per frame, might be worth investigating using that stored state in these types of situations where a relatively "clean" state is required. Haven't used state stacks in a while though, supposedly they're slow operations so might not be good for every situation.%%%

%%%Hi, I'm attaching a patch that should fix this; RAS_2DFilterManager.cpp needs to make sure it's using GL_FILL polygonmode when doing it's drawing. If I remember correctly there's a glPushAttrib GL_ALL_ATTRIB_BITS at least when the embedded bge starts + pop/push per frame, might be worth investigating using that stored state in these types of situations where a relatively "clean" state is required. Haven't used state stacks in a while though, supposedly they're slow operations so might not be good for every situation.%%%

%%%committing Juha's patch. I was thinking about that and preferred to leave it after bcon4. so here it goes (rev. 42696)
The glPush should indeed take care of that for the Blender frames, but I think is fine to 2dfilter needs to reinforce its own drawing flags.

Thanks for reporting, and Juha thanks for the patch.%%%

%%%committing Juha's patch. I was thinking about that and preferred to leave it after bcon4. so here it goes (rev. 42696) The glPush should indeed take care of that for the Blender frames, but I think is fine to 2dfilter needs to reinforce its own drawing flags. Thanks for reporting, and Juha thanks for the patch.%%%

%%%closing now, I don't know why it was left open%%%

%%%closing now, I don't know why it was left open%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#29486
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