Test rundown part 1 :

- fixed NPE in FilterPostProcessor
- fixed compilation error in terrain lighting

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8028 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent 0448725e2b
commit 36dd462c4f
  1. 17
      engine/src/core/com/jme3/post/FilterPostProcessor.java
  2. 2
      engine/src/terrain/Common/MatDefs/Terrain/TerrainLighting.frag

@ -126,8 +126,8 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
filter.cleanup(renderer);
updateLastFilterIndex();
}
public Iterator<Filter> getFilterIterator(){
public Iterator<Filter> getFilterIterator() {
return filters.iterator();
}
@ -289,10 +289,13 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
} else if (renderFrameBufferMS != null) {
sceneBuffer = renderFrameBufferMS;
}
renderFilterChain(renderer, sceneBuffer);
renderManager.setCamera(viewPort.getCamera(), false);
renderFilterChain(renderer, sceneBuffer);
renderer.setFrameBuffer(outputBuffer);
//viewport can be null if no filters are enabled
if (viewPort != null) {
renderManager.setCamera(viewPort.getCamera(), false);
}
}
@ -361,7 +364,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
//reseting the viewport camera viewport to its initial value
viewPort.getCamera().resize(originalWidth, originalHeight, true);
viewPort.getCamera().setViewPort(left, right, bottom, top);
viewPort.setOutputFrameBuffer(outputBuffer);
viewPort.setOutputFrameBuffer(outputBuffer);
viewPort = null;
}
@ -478,7 +481,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
InputCapsule ic = im.getCapsule(this);
numSamples = ic.readInt("numSamples", 0);
filters = ic.readSavableArrayList("filters", null);
for (Filter filter : filters) {
for (Filter filter : filters) {
filter.setProcessor(this);
setFilterState(filter, filter.isEnabled());
}

@ -658,7 +658,7 @@ void main(){
spotFallOff = (curAngleCos - outerAngleCos) / innerMinusOuter;
if(spotFallOff <= 0.0){
gl_FragColor.rgb = AmbientSum * diffuseColor;
gl_FragColor = AmbientSum * diffuseColor;
return;
}else{
spotFallOff = clamp(spotFallOff, 0.0, 1.0);

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