~azzar1/unity/damage-screen-when-animating

Viewing all changes in revision 2760.

  • Committer: Tarmac
  • Author(s): Daniel van Vugt
  • Date: 2012-09-27 08:37:12 UTC
  • mfrom: (2713.7.2 fix-1043260)
  • Revision ID: tarmac-20120927083712-3km4naxu8mb676da
Don't keep re-blurring parts of the shell we've already painted, because
that will creep in and look like a shadow on the edge of the blur region.
(LP: #1043260)

This happens when the same texture (the FBO texture) is both the source and
the destination for the three blur operations (launcher, panel, then dash).
My quick fix is to take a copy of the FBO texture at the start of the frame
(before any shell is painted), rather than reading from the same texture
(FBO) that we're writing to.

This also fixes LP: #1039999, because we are no longer assuming the backbuffer
is an FBO. Instead we let Nux decide and take the right steps to read the
real backbuffer, whatever that is.. Fixes: https://bugs.launchpad.net/bugs/1039999, https://bugs.launchpad.net/bugs/1043260. Approved by Andrea Azzarone.

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