- disable color picking by default, and add error codes for selection buffer
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2fd89f11d5
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d64bf0a4c9
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@ -5776,7 +5776,7 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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h = 1;
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}
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const bool newPickingSelection = Config::getInstance().getBool("EnableColorPicking","true");
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const bool newPickingSelection = Config::getInstance().getBool("EnableColorPicking","false");
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if(newPickingSelection == true) {
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int x1 = posDown.x;
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int y1 = posDown.y;
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@ -5970,9 +5970,18 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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glSelectBuffer(Gui::maxSelBuff, selectBuffer);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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glRenderMode(GL_SELECT);
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GLint renderModeResult = glRenderMode(GL_SELECT);
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if(renderModeResult < 0) {
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const char *errorString= reinterpret_cast<const char*>(gluErrorString(renderModeResult));
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char szBuf[4096]="";
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sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",renderModeResult,renderModeResult,errorString,__FILE__,__LINE__);
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printf("%s\n",szBuf);
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}
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glLoadIdentity();
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GLint view[]= {0, 0, metrics.getVirtualW(), metrics.getVirtualH()};
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gluPickMatrix(x, y, w, h, view);
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gluPerspective(perspFov, metrics.getAspectRatio(), perspNearPlane, perspFarPlane);
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loadGameCameraMatrix();
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@ -6014,6 +6023,14 @@ void Renderer::computeSelected( Selection::UnitContainer &units, const Object *&
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}
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}
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}
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else if(selCount < 0) {
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const char *errorString= reinterpret_cast<const char*>(gluErrorString(selCount));
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char szBuf[4096]="";
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sprintf(szBuf,"OpenGL error #%d [0x%X] : [%s] at file: [%s], line: %d",selCount,selCount,errorString,__FILE__,__LINE__);
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printf("%s\n",szBuf);
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}
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}
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}
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@ -1195,7 +1195,7 @@ vector<int> BaseColorPickEntity::getPickedList(int x,int y,int w,int h, const ve
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//printf("In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
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static Chrono lastSnapshot(true);
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const int selectionMillisecondUpdate = 350;
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const int selectionMillisecondUpdate = 100;
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if(PixelBufferWrapper::getIsPBOEnable() == true) {
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// Only update the pixel buffer every x milliseconds or as required
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