예제 #1
0
void CHelicopter::UpdateMGunDir()
{
	CKinematics* K		= smart_cast<CKinematics*>(Visual());
	m_fire_bone_xform	= K->LL_GetTransform(m_fire_bone);

	m_fire_bone_xform.mulA_43	(XFORM());
	m_fire_pos.set				(0,0,0); 
	m_fire_bone_xform.transform_tiny(m_fire_pos);
	m_fire_dir.set				(0,0,1);
	m_fire_bone_xform.transform_dir(m_fire_dir);
	
	m_fire_dir.sub				(m_enemy.destEnemyPos,m_fire_pos).normalize_safe();

	m_left_rocket_bone_xform	= K->LL_GetTransform(m_left_rocket_bone);
	m_left_rocket_bone_xform.mulA_43	(XFORM());
	m_left_rocket_bone_xform.c.y += 1.0f;
	//.fake
	m_right_rocket_bone_xform	= K->LL_GetTransform(m_right_rocket_bone);
	m_right_rocket_bone_xform.mulA_43	(XFORM());
	m_right_rocket_bone_xform.c.y += 1.0f;
	//.fake

	m_allow_fire		= TRUE;
	Fmatrix XFi;
	XFi.invert			(XFORM());
	Fvector dep;
	XFi.transform_tiny	(dep,m_enemy.destEnemyPos);
	{// x angle
		Fvector A_;		A_.sub(dep,m_bind_x);	m_i_bind_x_xform.transform_dir(A_); A_.normalize();
		m_tgt_rot.x		= angle_normalize_signed(m_bind_rot.x-A_.getP());
		float sv_x		= m_tgt_rot.x;
		clamp			(m_tgt_rot.x,-m_lim_x_rot.y,-m_lim_x_rot.x);
		if (!fsimilar(sv_x,m_tgt_rot.x,EPS_L)) m_allow_fire=FALSE;
	}
	{// y angle
		Fvector A_;		A_.sub(dep,m_bind_y);	m_i_bind_y_xform.transform_dir(A_); A_.normalize();
		m_tgt_rot.y		= angle_normalize_signed(m_bind_rot.y-A_.getH());
		float sv_y		= m_tgt_rot.y;
		clamp			(m_tgt_rot.y,-m_lim_y_rot.y,-m_lim_y_rot.x);
		if (!fsimilar(sv_y,m_tgt_rot.y,EPS_L)) m_allow_fire=FALSE;
	}
	
	if ((angle_difference(m_cur_rot.x,m_tgt_rot.x)>deg2rad(m_barrel_dir_tolerance))||
		(angle_difference(m_cur_rot.y,m_tgt_rot.y)>deg2rad(m_barrel_dir_tolerance)))
		m_allow_fire=FALSE;

}
예제 #2
0
void CInventoryItem::UpdateXForm	()
{
	if (0==object().H_Parent())	return;

	// Get access to entity and its visual
	CEntityAlive*	E		= smart_cast<CEntityAlive*>(object().H_Parent());
	if (!E) return;
	
	if (E->cast_base_monster()) return;

	const CInventoryOwner	*parent = smart_cast<const CInventoryOwner*>(E);
	if (parent && parent->use_simplified_visual())
		return;

	if (parent->attached(this))
		return;

	R_ASSERT		(E);
	CKinematics*	V		= smart_cast<CKinematics*>	(E->Visual());
	VERIFY			(V);

	// Get matrices
	int				boneL,boneR,boneR2;
	E->g_WeaponBones(boneL,boneR,boneR2);
	//	if ((HandDependence() == hd1Hand) || (STATE == eReload) || (!E->g_Alive()))
	//		boneL = boneR2;
#pragma todo("TO ALL: serious performance problem")
	V->CalculateBones	();
	Fmatrix& mL			= V->LL_GetTransform(u16(boneL));
	Fmatrix& mR			= V->LL_GetTransform(u16(boneR));
	// Calculate
	Fmatrix			mRes;
	Fvector			R,D,N;
	D.sub			(mL.c,mR.c);	D.normalize_safe();

	if(fis_zero(D.magnitude()))
	{
		mRes.set(E->XFORM());
		mRes.c.set(mR.c);
	}
	else
	{		
		D.normalize();
		R.crossproduct	(mR.j,D);

		N.crossproduct	(D,R);
		N.normalize();

		mRes.set		(R,N,D,mR.c);
		mRes.mulA_43	(E->XFORM());
	}

	//	UpdatePosition	(mRes);
	object().Position().set(mRes.c);
}
예제 #3
0
void CHelicopter::UpdateHeliParticles	()
{
	CKinematics* K		= smart_cast<CKinematics*>(Visual());
	m_particleXFORM		= K->LL_GetTransform(m_smoke_bone);
	m_particleXFORM.mulA_43(XFORM());

	if (m_pParticle){
		
		Fvector vel;

		Fvector last_pos = PositionStack.back().vPosition;
		vel.sub(Position(), last_pos);
		vel.mul(5.0f);

		m_pParticle->UpdateParent(m_particleXFORM, vel );
	}
//lighting
	if(m_light_render->get_active()){
		Fmatrix xf;
		Fmatrix& M = K->LL_GetTransform(u16(m_light_bone));
		xf.mul		(XFORM(),M);
		VERIFY(!fis_zero(DET(xf)));

		m_light_render->set_rotation	(xf.k,xf.i);
		m_light_render->set_position	(xf.c);

		if (m_lanim)
		{
			int frame;
			u32 clr					= m_lanim->CalculateBGR(Device.fTimeGlobal,frame); // òþ÷ò¨ð•ðõª ò ¯þ¨üðªõ BGR
			Fcolor					fclr;
			fclr.set				((float)color_get_B(clr),(float)color_get_G(clr),(float)color_get_R(clr),1.f);
			fclr.mul_rgb			(m_light_brightness/255.f);
			m_light_render->set_color	(fclr);
		}

	}
}
예제 #4
0
void CCarWeapon::UpdateBarrelDir()
{
	CKinematics* K		= smart_cast<CKinematics*>(m_object->Visual());
	m_fire_bone_xform	= K->LL_GetTransform(m_fire_bone);

	m_fire_bone_xform.mulA_43(m_object->XFORM());
	m_fire_pos.set(0,0,0); 
	m_fire_bone_xform.transform_tiny(m_fire_pos);
	m_fire_dir.set(0,0,1);
	m_fire_bone_xform.transform_dir(m_fire_dir);
	m_fire_norm.set(0,1,0);
	m_fire_bone_xform.transform_dir(m_fire_norm);


	m_allow_fire		= true;
	Fmatrix XFi;
	XFi.invert			(m_object->XFORM());
	Fvector dep;
	XFi.transform_dir	(dep,m_destEnemyDir);
	{// x angle
		m_i_bind_x_xform.transform_dir(dep); dep.normalize();
		m_tgt_x_rot		= angle_normalize_signed(m_bind_x_rot-dep.getP());
		clamp			(m_tgt_x_rot,-m_lim_x_rot.y,-m_lim_x_rot.x);
	}
	{// y angle
		m_i_bind_y_xform.transform_dir(dep); dep.normalize();
		m_tgt_y_rot		= angle_normalize_signed(m_bind_y_rot-dep.getH());
		clamp			(m_tgt_y_rot,-m_lim_y_rot.y,-m_lim_y_rot.x);
	}

	m_cur_x_rot		= angle_inertion_var(m_cur_x_rot,m_tgt_x_rot,m_min_gun_speed,m_max_gun_speed,PI,Device.fTimeDelta);
	m_cur_y_rot		= angle_inertion_var(m_cur_y_rot,m_tgt_y_rot,m_min_gun_speed,m_max_gun_speed,PI,Device.fTimeDelta);
	static float dir_eps = deg2rad(5.0f);
	if( !fsimilar(m_cur_x_rot,m_tgt_x_rot,dir_eps)|| !fsimilar(m_cur_y_rot,m_tgt_y_rot,dir_eps))
		m_allow_fire=FALSE;

#if (0)
	if(Device.dwFrame%200==0){
		Msg("m_cur_x_rot=[%f]",m_cur_x_rot);
		Msg("m_cur_y_rot=[%f]",m_cur_y_rot);
	}
#endif
}
예제 #5
0
void CArtefact::UpdateXForm()
{
	if (Device.dwFrame!=dwXF_Frame)
	{
		dwXF_Frame			= Device.dwFrame;

		if (0==H_Parent())	return;

		// Get access to entity and its visual
		CEntityAlive*		E		= smart_cast<CEntityAlive*>(H_Parent());
        
		if(!E)				return	;

		const CInventoryOwner	*parent = smart_cast<const CInventoryOwner*>(E);
		if (parent && parent->use_simplified_visual())
			return;

		VERIFY				(E);
		CKinematics*		V		= smart_cast<CKinematics*>	(E->Visual());
		VERIFY				(V);

		// Get matrices
		int					boneL,boneR,boneR2;
		E->g_WeaponBones	(boneL,boneR,boneR2);

		boneL = boneR2;

		V->CalculateBones	();
		Fmatrix& mL			= V->LL_GetTransform(u16(boneL));
		Fmatrix& mR			= V->LL_GetTransform(u16(boneR));

		// Calculate
		Fmatrix				mRes;
		Fvector				R,D,N;
		D.sub				(mL.c,mR.c);	D.normalize_safe();
		R.crossproduct		(mR.j,D);		R.normalize_safe();
		N.crossproduct		(D,R);			N.normalize_safe();
		mRes.set			(R,N,D,mR.c);
		mRes.mulA_43		(E->XFORM());
//		UpdatePosition		(mRes);
		XFORM().mul			(mRes,offset());
	}
}
예제 #6
0
void CGraviArtefact::UpdateCLChild() 
{

	VERIFY(!ph_world->Processing());
	if (getVisible() && m_pPhysicsShell) {
		if (m_fJumpHeight) {
			Fvector dir; 
			dir.set(0, -1.f, 0);
			collide::rq_result RQ;
			
			//проверить высоту артифакта
			if(Level().ObjectSpace.RayPick(Position(), dir, m_fJumpHeight, collide::rqtBoth, RQ, this)) 
			{
				dir.y = 1.f; 
				m_pPhysicsShell->applyImpulse(dir, 
											  30.f * Device.fTimeDelta * 
											  m_pPhysicsShell->getMass());
			}
		}
	} else 
		if(H_Parent()) 
		{
			XFORM().set(H_Parent()->XFORM());
			
			if (GameID() == GAME_ARTEFACTHUNT && m_CarringBoneID != u16(-1))
			{
				CKinematics* K	= smart_cast<CKinematics*>(H_Parent()->Visual());
				if (K)
				{
					K->CalculateBones	();
					Fmatrix Ruck_MTX	= K->LL_GetTransform(m_CarringBoneID);
					Fvector	x;
					x.set(-0.1f, 0.f, -0.3f);
					Ruck_MTX.translate_add(x);
					Ruck_MTX.mulA_43	(XFORM());
					XFORM().set(Ruck_MTX);
				};
			};
		};
}
예제 #7
0
void CPhysicObject::AddElement(CPhysicsElement* root_e, int id)
{
	CKinematics* K		= smart_cast<CKinematics*>(Visual());

	CPhysicsElement* E	= P_create_Element();
	CBoneInstance& B	= K->LL_GetBoneInstance(u16(id));
	E->mXFORM.set		(K->LL_GetTransform(u16(id)));
	Fobb bb			= K->LL_GetBox(u16(id));


	if(bb.m_halfsize.magnitude()<0.05f)
	{
		bb.m_halfsize.add(0.05f);

	}
	E->add_Box			(bb);
	E->setMass			(10.f);
	E->set_ParentElement(root_e);
	B.set_callback		(bctPhysics,m_pPhysicsShell->GetBonesCallback(),E);
	m_pPhysicsShell->add_Element	(E);
	if( !(m_type==epotFreeChain && root_e==0) )
	{		
		CPhysicsJoint* J= P_create_Joint(CPhysicsJoint::full_control,root_e,E);
		J->SetAnchorVsSecondElement	(0,0,0);
		J->SetAxisDirVsSecondElement	(1,0,0,0);
		J->SetAxisDirVsSecondElement	(0,1,0,2);
		J->SetLimits				(-M_PI/2,M_PI/2,0);
		J->SetLimits				(-M_PI/2,M_PI/2,1);
		J->SetLimits				(-M_PI/2,M_PI/2,2);
		m_pPhysicsShell->add_Joint	(J);	
	}

	CBoneData& BD		= K->LL_GetData(u16(id));
	for (vecBonesIt it=BD.children.begin(); BD.children.end() != it; ++it){
		AddElement		(E,(*it)->GetSelfID());
	}
}
예제 #8
0
void CUIMainIngameWnd::draw_adjust_mode()
{
	if (g_bHudAdjustMode&&m_pWeapon) //draw firePoint,ShellPoint etc
	{
		CActor* pActor = smart_cast<CActor*>(Level().CurrentEntity());
		if(!pActor)
			return;

		bool bCamFirstEye = !!m_pWeapon->GetHUDmode();
		string32 hud_view="HUD view";
		string32 _3rd_person_view="3-rd person view";
		CGameFont* F		= UI()->Font()->pFontDI;
		F->SetAligment		(CGameFont::alCenter);
//.		F->SetSizeI			(0.02f);
		F->OutSetI			(0.f,-0.8f);
		F->SetColor			(0xffffffff);
		F->OutNext			("Hud_adjust_mode=%d",g_bHudAdjustMode);
		if(g_bHudAdjustMode==1)
			F->OutNext			("adjusting zoom offset");
		else if(g_bHudAdjustMode==2)
			F->OutNext			("adjusting fire point for %s",bCamFirstEye?hud_view:_3rd_person_view);
		else if(g_bHudAdjustMode==3)
			F->OutNext			("adjusting missile offset");
		else if(g_bHudAdjustMode==4)
			F->OutNext			("adjusting shell point for %s",bCamFirstEye?hud_view:_3rd_person_view);
		else if(g_bHudAdjustMode == 5)
			F->OutNext			("adjusting fire point 2 for %s",bCamFirstEye?hud_view:_3rd_person_view);

		if(bCamFirstEye)
		{
			CWeaponHUD *pWpnHud = NULL;
			pWpnHud = m_pWeapon->GetHUD();

			Fvector FP,SP,FP2;

			CKinematics* V			= smart_cast<CKinematics*>(pWpnHud->Visual());
			VERIFY					(V);
			V->CalculateBones		();

			// fire point&direction
			Fmatrix& fire_mat		= V->LL_GetTransform(u16(pWpnHud->FireBone()));
			Fmatrix& parent			= pWpnHud->Transform	();

			const Fvector& fp		= pWpnHud->FirePoint();
			const Fvector& fp2		= pWpnHud->FirePoint2();
			const Fvector& sp		= pWpnHud->ShellPoint();

			fire_mat.transform_tiny	(FP,fp);
			parent.transform_tiny	(FP);

			fire_mat.transform_tiny	(FP2,fp2);
			parent.transform_tiny	(FP2);

			fire_mat.transform_tiny	(SP,sp);
			parent.transform_tiny	(SP);


			RCache.dbg_DrawAABB(FP,0.01f,0.01f,0.01f,D3DCOLOR_XRGB(255,0,0));
			RCache.dbg_DrawAABB(FP2,0.02f,0.02f,0.02f,D3DCOLOR_XRGB(0,0,255));
			RCache.dbg_DrawAABB(SP,0.01f,0.01f,0.01f,D3DCOLOR_XRGB(0,255,0));
		
		}else{
			Fvector FP = m_pWeapon->get_CurrentFirePoint();
			Fvector FP2 = m_pWeapon->get_CurrentFirePoint2();
			Fvector SP = m_pWeapon->get_LastSP();
			RCache.dbg_DrawAABB(FP,0.01f,0.01f,0.01f,D3DCOLOR_XRGB(255,0,0));
			RCache.dbg_DrawAABB(FP2,0.02f,0.02f,0.02f,D3DCOLOR_XRGB(0,0,255));
			RCache.dbg_DrawAABB(SP,0.02f,0.02f,0.02f,D3DCOLOR_XRGB(0,255,0));
		}
	}
}
예제 #9
0
void CLightProjector::calculate	()
{
	#ifdef _GPA_ENABLED	
		TAL_SCOPED_TASK_NAMED( "CLightProjector::calculate()" );
	#endif // _GPA_ENABLED

	if (receivers.empty())		return;

	// perform validate / markup
	for (u32 r_it=0; r_it<receivers.size(); r_it++)
	{
		// validate
		BOOL				bValid	= TRUE;
		IRenderable*		O		= receivers[r_it];
		CROS_impl*			LT		= (CROS_impl*)O->renderable_ROS();
		int					slot	= LT->shadow_recv_slot;
		if (slot<0 || slot>=P_o_count)								bValid = FALSE;	// invalid slot
		else if (cache[slot].O!=O)									bValid = FALSE;	// not the same object
		else {
			// seems to be valid
			Fbox	bb;		bb.xform		(O->renderable.visual->getVisData().box,O->renderable.xform);
			if (cache[slot].BB.contains(bb))	{
				// inside, but maybe timelimit exceeded?
				if (Device.dwTimeGlobal > cache[slot].dwTimeValid)	bValid = FALSE;	// timeout
			} else													bValid = FALSE;	// out of bounds
		}

		// 
		if (bValid)			{
			// Ok, use cached version
			cache[slot].dwFrame	= Device.dwFrame;
		} else {
			taskid.push_back	(r_it);
		}
	}
	if (taskid.empty())			return;

	// Begin
	Device.Statistic->RenderDUMP_Pcalc.Begin	();
	RCache.set_RT				(RT->pRT);
	RCache.set_ZB				(RImplementation.Target->pTempZB);
	CHK_DX(HW.pDevice->Clear	(0,0, D3DCLEAR_ZBUFFER | (HW.Caps.bStencil?D3DCLEAR_STENCIL:0), 0,1,0 ));
	RCache.set_xform_world		(Fidentity);

	// reallocate/reassociate structures + perform all the work
	for (u32 c_it=0; c_it<cache.size(); c_it++)
	{
		if (taskid.empty())							break;
		if (Device.dwFrame==cache[c_it].dwFrame)	continue;

		// found not used slot
		int				tid		= taskid.back();	taskid.pop_back();
		recv&			R		= cache		[c_it];
		IRenderable*	O		= receivers	[tid];
		const vis_data& vis = O->renderable.visual->getVisData();
		CROS_impl*	LT		= (CROS_impl*)O->renderable_ROS();
		VERIFY2			(_valid(O->renderable.xform),"Invalid object transformation");
		VERIFY2			(_valid(vis.sphere.P),"Invalid object's visual sphere");

		Fvector			C;		O->renderable.xform.transform_tiny		(C,vis.sphere.P);
		R.O						= O;
		R.C						= C;
		R.C.y					+= vis.sphere.R*0.1f;		//. YURA: 0.1 can be more
		R.BB.xform				(vis.box,O->renderable.xform).scale(0.1f);
		R.dwTimeValid			= Device.dwTimeGlobal + ::Random.randI(time_min,time_max);
		LT->shadow_recv_slot	= c_it; 

		// Msg					("[%f,%f,%f]-%f",C.C.x,C.C.y,C.C.z,C.O->renderable.visual->vis.sphere.R);
		// calculate projection-matrix
		Fmatrix		mProject;
		float		p_R			=	R.O->renderable.visual->getVisData().sphere.R * 1.1f;
		//VERIFY2		(p_R>EPS_L,"Object has no physical size");
		VERIFY3		(p_R>EPS_L,"Object has no physical size", R.O->renderable.visual->getDebugName().c_str());
		float		p_hat		=	p_R/P_cam_dist;
		float		p_asp		=	1.f;
		float		p_near		=	P_cam_dist-EPS_L;									
		float		p_far		=	P_cam_dist+p_R+P_cam_range;	
		mProject.build_projection_HAT	(p_hat,p_asp,p_near,p_far);
		RCache.set_xform_project		(mProject);
		
		// calculate view-matrix
		Fmatrix		mView;
		Fvector		v_C, v_Cs, v_N;
		v_C.set					(R.C);
		v_Cs					= v_C;
		v_C.y					+=	P_cam_dist;
		v_N.set					(0,0,1);
		VERIFY					(_valid(v_C) && _valid(v_Cs) && _valid(v_N));

		// validate
		Fvector		v;
		v.sub		(v_Cs,v_C);;
#ifdef DEBUG
		if ((v.x*v.x+v.y*v.y+v.z*v.z)<=flt_zero)	{
			CObject* OO = dynamic_cast<CObject*>(R.O);
			Msg("Object[%s] Visual[%s] has invalid position. ",*OO->cName(),*OO->cNameVisual());
			Fvector cc;
			OO->Center(cc);
			Log("center=",cc);

			Log("visual_center=",OO->Visual()->getVisData().sphere.P);
			
			Log("full_matrix=",OO->XFORM());

			Log	("v_N",v_N);
			Log	("v_C",v_C);
			Log	("v_Cs",v_Cs);

			Log("all bones transform:--------");
			CKinematics* K = dynamic_cast<CKinematics*>(OO->Visual());
			
			for(u16 ii=0; ii<K->LL_BoneCount();++ii){
				Fmatrix tr;

				tr = K->LL_GetTransform(ii);
				Log("bone ",K->LL_BoneName_dbg(ii));
				Log("bone_matrix",tr);
			}
			Log("end-------");
		}
#endif
		// handle invalid object-bug
		if ((v.x*v.x+v.y*v.y+v.z*v.z)<=flt_zero)	{
			// invalidate record, so that object will be unshadowed, but doesn't crash
			R.dwTimeValid			= Device.dwTimeGlobal;
			LT->shadow_recv_frame	= Device.dwFrame-1;
			LT->shadow_recv_slot	= -1; 
			continue				;
		}

		mView.build_camera		(v_C,v_Cs,v_N);
		RCache.set_xform_view	(mView);

		// Select slot, set viewport
		int		s_x				=	c_it%P_o_line;
		int		s_y				=	c_it/P_o_line;
		D3DVIEWPORT9 VP			=	{s_x*P_o_size,s_y*P_o_size,P_o_size,P_o_size,0,1 };
		CHK_DX					(HW.pDevice->SetViewport(&VP));

		// Clear color to ambience
		Fvector&	cap			=	LT->get_approximate();
		CHK_DX					(HW.pDevice->Clear(0,0, D3DCLEAR_TARGET, color_rgba_f(cap.x,cap.y,cap.z, (cap.x+cap.y+cap.z)/4.f), 1, 0 ));

		// calculate uv-gen matrix and clamper
		Fmatrix					mCombine;		mCombine.mul	(mProject,mView);
		Fmatrix					mTemp;
		float					fSlotSize		= float(P_o_size)/float(P_rt_size);
		float					fSlotX			= float(s_x*P_o_size)/float(P_rt_size);
		float					fSlotY			= float(s_y*P_o_size)/float(P_rt_size);
		float					fTexelOffs		= (.5f / P_rt_size);
		Fmatrix					m_TexelAdjust	= 
		{
			0.5f/*x-scale*/,	0.0f,							0.0f,				0.0f,
			0.0f,				-0.5f/*y-scale*/,				0.0f,				0.0f,
			0.0f,				0.0f,							1.0f/*z-range*/,	0.0f,
			0.5f/*x-bias*/,		0.5f + fTexelOffs/*y-bias*/,	0.0f/*z-bias*/,		1.0f
		};
		R.UVgen.mul				(m_TexelAdjust,mCombine);
		mTemp.scale				(fSlotSize,fSlotSize,1);
		R.UVgen.mulA_44			(mTemp);
		mTemp.translate			(fSlotX+fTexelOffs,fSlotY+fTexelOffs,0);
		R.UVgen.mulA_44			(mTemp);

		// Build bbox and render
		Fvector					min,max;
		Fbox					BB;
		min.set					(R.C.x-p_R,	R.C.y-(p_R+P_cam_range),	R.C.z-p_R);
		max.set					(R.C.x+p_R,	R.C.y+0,					R.C.z+p_R);
		BB.set					(min,max);
		R.UVclamp_min.set		(min).add	(.05f);	// shrink a little
		R.UVclamp_max.set		(max).sub	(.05f);	// shrink a little
		ISpatial*	spatial		= dynamic_cast<ISpatial*>	(O);
		if (spatial)			{
			spatial->spatial_updatesector			();
			if (spatial->spatial.sector)			RImplementation.r_dsgraph_render_R1_box	(spatial->spatial.sector,BB,SE_R1_LMODELS);
		}
		//if (spatial)		RImplementation.r_dsgraph_render_subspace	(spatial->spatial.sector,mCombine,v_C,FALSE);
	}

	// Blur
	/*
	{
		// Fill vertex buffer
		u32							Offset;
		FVF::TL4uv* pv				= (FVF::TL4uv*) RCache.Vertex.Lock	(4,geom_Blur.stride(),Offset);
		RImplementation.ApplyBlur4	(pv,P_rt_size,P_rt_size,P_blur_kernel);
		RCache.Vertex.Unlock		(4,geom_Blur.stride());

		// Actual rendering (pass0, temp2real)
		RCache.set_RT				(RT->pRT);
		RCache.set_ZB				(NULL);
		RCache.set_Shader			(sh_BlurTR	);
		RCache.set_Geometry			(geom_Blur	);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}
	*/

	// Finita la comedia
	Device.Statistic->RenderDUMP_Pcalc.End	();
	
	RCache.set_xform_project	(Device.mProject);
	RCache.set_xform_view		(Device.mView);
}