Splitscreen problem with animations #44174

Closed
opened 2015-03-29 15:58:06 +02:00 by henri elana · 6 comments

System Information
Operating system and graphics card
Windows 7, 32 bit, 4Go Ram
GeForce 210/PCIe/SSE2/3DNOW! (more details in the info file of the attached blend)

Blender Version
Broken: 2.73a, 2.74 RC4
Worked: 2.72b

Short description of error
When playing a game in splitscreen, animations on playerB are not played unless that armature is inside the field of vision of CameraA (attached to playerA).
the fact that armatureB is inside the field of vision of cameraB (and thus displayed onscreen) seems irrelevant.

Exact steps for others to reproduce the errorhenri-elana-BGEsplitscreenBugReport.blend
Create two objects, two armatures, two animations.
Parent a camera to each armature, so that the parent object is within the frame.
Add the logic bricks to rotate each object around z and play each animation (make sure both objects are displayed by each camera at some point).
add to any object a script to handle splitscreen (see below or attached file).
Press p and enjoy..;)

splitscreeen script (nothing exotic...) :

import bge

def main():

  
  scene = bge.logic.getCurrentScene()
  rasterizer=bge.render
  height = rasterizer.getWindowHeight()
  width = rasterizer.getWindowWidth()
  scene = bge.logic.getCurrentScene()
  playerA = scene.objects["CameraA"]
  playerB = scene.objects["CameraB"]
  cam = scene.objects["Camera"]
  playerA.setViewport( 0, int(height / 2), width, height)
  playerB.setViewport( 0, 0, width, int(height / 2))
  cam.useViewport=0
  playerA.useViewport=1
  playerB.useViewport=1
  

main()

**System Information** Operating system and graphics card Windows 7, 32 bit, 4Go Ram GeForce 210/PCIe/SSE2/3DNOW! (more details in the info file of the attached blend) **Blender Version** Broken: 2.73a, 2.74 RC4 Worked: 2.72b **Short description of error** When playing a game in splitscreen, animations on playerB are not played unless that armature is inside the field of vision of CameraA (attached to playerA). the fact that armatureB is inside the field of vision of cameraB (and thus displayed onscreen) seems irrelevant. **Exact steps for others to reproduce the error**[henri-elana-BGEsplitscreenBugReport.blend](https://archive.blender.org/developer/F156109/henri-elana-BGEsplitscreenBugReport.blend) Create two objects, two armatures, two animations. Parent a camera to each armature, so that the parent object is within the frame. Add the logic bricks to rotate each object around z and play each animation (make sure both objects are displayed by each camera at some point). add to any object a script to handle splitscreen (see below or attached file). Press p and enjoy..;) splitscreeen script (nothing exotic...) : import bge def main(): ``` scene = bge.logic.getCurrentScene() rasterizer=bge.render height = rasterizer.getWindowHeight() width = rasterizer.getWindowWidth() scene = bge.logic.getCurrentScene() playerA = scene.objects["CameraA"] playerB = scene.objects["CameraB"] cam = scene.objects["Camera"] playerA.setViewport( 0, int(height / 2), width, height) playerB.setViewport( 0, 0, width, int(height / 2)) cam.useViewport=0 playerA.useViewport=1 playerB.useViewport=1 ``` main()
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @henrielana

Added subscriber: @henrielana
Member

Added subscriber: @JorgeBernalMartinez

Added subscriber: @JorgeBernalMartinez
Member

I confirm the bug

I confirm the bug

This issue was referenced by d979ac4cc9

This issue was referenced by d979ac4cc9967c5dce27461926396abe5de54b3d

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#44174
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