* Fix for a crash in game engine vertex array drawing with texfaces.

* For 2D filters, don't require opengl 2.0 but just the extensions,
  so it works on computers without full 2.0 support too.
* In debug mode, don't print memory statistics for preview render.
This commit is contained in:
Brecht Van Lommel 2008-06-18 10:30:14 +00:00
parent 5cd4b6ac90
commit 3f488f4d70
3 changed files with 25 additions and 14 deletions

View File

@ -4434,7 +4434,7 @@ void RE_Database_Free(Render *re)
LampRen *lar;
/* statistics for debugging render memory usage */
if(G.f & G_DEBUG) {
if((G.f & G_DEBUG) && (G.rendering)) {
if((re->r.scemode & R_PREVIEWBUTS)==0) {
BKE_image_print_memlist();
MEM_printmemlist_stats();

View File

@ -54,11 +54,13 @@
RAS_2DFilterManager::RAS_2DFilterManager():
texturewidth(-1), textureheight(-1),
texname(-1), texturewidth(-1), textureheight(-1),
canvaswidth(-1), canvasheight(-1),
numberoffilters(0),texname(-1)
numberoffilters(0)
{
isshadersupported = GLEW_VERSION_2_0;
isshadersupported = GLEW_ARB_shader_objects &&
GLEW_ARB_fragment_shader && GLEW_ARB_multitexture;
if(!isshadersupported)
{
std::cout<<"shaders not supported!" << std::endl;
@ -81,7 +83,6 @@ RAS_2DFilterManager::~RAS_2DFilterManager()
unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
{
GLuint program = 0;
#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
GLuint fShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
GLint success;
@ -117,7 +118,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource)
std::cout << "2dFilters - Shader program validation error" << std::endl;
return 0;
}
#endif
return program;
}
@ -151,7 +152,6 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
{
#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
GLint uniformLoc;
glUseProgramObjectARB(shaderprogram);
uniformLoc = glGetUniformLocationARB(shaderprogram, "bgl_RenderedTexture");
@ -178,14 +178,11 @@ void RAS_2DFilterManager::StartShaderProgram(unsigned int shaderprogram)
{
glUniform1fARB(uniformLoc,textureheight);
}
#endif
}
void RAS_2DFilterManager::EndShaderProgram()
{
#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
glUseProgramObjectARB(0);
#endif
}
void RAS_2DFilterManager::SetupTexture()
@ -295,7 +292,6 @@ void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_Str
{
if(!isshadersupported)
return;
#if defined(GL_ARB_shader_objects) && defined(WITH_GLEXT)
if(pass<0 || pass>=MAX_RENDER_PASS)
return;
@ -336,5 +332,4 @@ void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass, STR_Str
m_filters[pass] = CreateShaderProgram(mode);
m_enabled[pass] = 1;
}
#endif
}

View File

@ -142,6 +142,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
glColor3d(0,0,0);
}
EnableTextures(false);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// use glDrawElements to draw each vertexarray
for (vt=0;vt<vertexarrays.size();vt++)
{
@ -168,6 +171,8 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives( const vecVertexArray& vertexarrays
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti( const vecVertexArray& vertexarrays,
@ -281,6 +286,8 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
break;
}
}
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
if(GLEW_ARB_vertex_program) {
@ -359,10 +366,14 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
break;
}
}
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(texco_num) {
if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
if(GLEW_ARB_vertex_program) {
@ -383,5 +394,10 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
}
}
}
if(!enable) {
m_last_texco_num = 0;
m_last_attrib_num = 0;
}
}