virtual void execute(SceneManager *sm, RenderSystem *rs) { // Fire listener instance->_fireNotifyMaterialRender(pass_id, mat); Rectangle2D * mRectangle=static_cast<Rectangle2D *>(CompositorManager::getSingleton()._getTexturedRectangle2D()); if (mQuadCornerModified) { // insure positions are using peculiar render system offsets RenderSystem* rs = Root::getSingleton().getRenderSystem(); Viewport* vp = rs->_getViewport(); Real hOffset = rs->getHorizontalTexelOffset() / (0.5 * vp->getActualWidth()); Real vOffset = rs->getVerticalTexelOffset() / (0.5 * vp->getActualHeight()); mRectangle->setCorners(mQuadLeft + hOffset, mQuadTop - vOffset, mQuadRight + hOffset, mQuadBottom - vOffset); } // Queue passes from mat Technique::PassIterator i = technique->getPassIterator(); while(i.hasMoreElements()) { sm->_injectRenderWithPass( i.getNext(), mRectangle, false // don't allow replacement of shadow passes ); } }
virtual void execute(SceneManager *sm, RenderSystem *rs) { // Fire listener instance->_fireNotifyMaterialRender(pass_id, mat); // Queue passes from mat Technique::PassIterator i = technique->getPassIterator(); while(i.hasMoreElements()) { sm->_injectRenderWithPass( i.getNext(), CompositorManager::getSingleton()._getTexturedRectangle2D(), false // don't allow replacement of shadow passes ); } }