//----------------------------------------------------------------------- void CompositorChain::preViewportUpdate(const RenderTargetViewportEvent& evt) { // Only set up if there is at least one compositor enabled, and it's this viewport if(evt.source != mViewport || !mAnyCompositorsEnabled) return; // set original scene details from viewport CompositionPass* pass = mOriginalScene->getTechnique()->getOutputTargetPass()->getPass(0); CompositionTargetPass* passParent = pass->getParent(); if (pass->getClearBuffers() != mViewport->getClearBuffers() || pass->getClearColour() != mViewport->getBackgroundColour() || passParent->getVisibilityMask() != mViewport->getVisibilityMask() || passParent->getMaterialScheme() != mViewport->getMaterialScheme() || passParent->getShadowsEnabled() != mViewport->getShadowsEnabled()) { // recompile if viewport settings are different pass->setClearBuffers(mViewport->getClearBuffers()); pass->setClearColour(mViewport->getBackgroundColour()); passParent->setVisibilityMask(mViewport->getVisibilityMask()); passParent->setMaterialScheme(mViewport->getMaterialScheme()); passParent->setShadowsEnabled(mViewport->getShadowsEnabled()); _compile(); } Camera *cam = mViewport->getCamera(); if (cam) { /// Prepare for output operation preTargetOperation(mOutputOperation, mViewport, cam); } }