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
Which goes to Scene manager
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
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();
About the author
Torque Owner Richard Ranft
Roostertail Games
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.