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Where is mDisplayTargetResolution used?

by Anthony Rosenbaum · in Torque 3D Professional · 04/27/2013 (5:36 am) · 1 replies

I am chasing down a bug where if you nest a TSGameCtrl inside another control the lighting/shadow/glow for the scene ends up being offset by the same amount as the TSGameCtrl.

I notices this line in GuiTSCtrl::onRender
// We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(getExtent());

Which goes to Scene manager
void SceneManager::setDisplayTargetResolution( const Point2I &size )
{
   mDisplayTargetResolution = size;
}

Note this is value is only receiving a 2d Point not the start position. Thing is, mDisplayTargetResolution is not used, at least when I search for mDisplayTargetResolution or find all references I get nothing. So could someone point me to where is was suppose to be used?


FYI the Getter is never called
getDisplayTargetResolution();

#1
04/27/2013 (7:25 am)
I searched the shaders just in case, but no luck.

On another note, I would expect this to be a 2D point - it's a screen size (sizeX, sizeY), though it should be named mDisplayTargetSize since it doesn't have color depth or other display resolution information.