Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJeroen Bakker <jeroen@blender.org>2020-09-15 16:40:04 +0300
committerJeroen Bakker <jeroen@blender.org>2020-09-15 16:43:19 +0300
commitdedd9ce0aa17fb733c8b1c51b072555fcc4f2fd1 (patch)
tree04b89618e2ba63dad1b5f0b5442200188d4b7774
parent93b8040f57297133e7b90c8dfb05088490425cb2 (diff)
Fix T80787: Fix White edges when rendering transparent smoke
The UV/Image editor was doing interpolation including over the alpha value what makes will render incorrectly when interpolating between pure emissive colors and pre multiplied colors. This change disabled the interpolation.
-rw-r--r--source/blender/draw/engines/image/image_engine.c10
1 files changed, 2 insertions, 8 deletions
diff --git a/source/blender/draw/engines/image/image_engine.c b/source/blender/draw/engines/image/image_engine.c
index 90bfb38dadf..2f380619c2c 100644
--- a/source/blender/draw/engines/image/image_engine.c
+++ b/source/blender/draw/engines/image/image_engine.c
@@ -141,15 +141,9 @@ static void image_cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser
const bool use_premul_alpha = image->alpha_mode == IMA_ALPHA_PREMUL;
const bool is_tiled_texture = tex_tile_data != NULL;
const bool do_repeat = (!is_tiled_texture) && ((sima->flag & SI_DRAW_TILE) != 0);
- const bool is_zoom_out = sima->zoom < 1.0f;
-
- /* use interpolation filtering when zooming out */
- eGPUSamplerState state = 0;
- SET_FLAG_FROM_TEST(state, is_zoom_out, GPU_SAMPLER_FILTER);
int draw_flags = 0;
SET_FLAG_FROM_TEST(draw_flags, do_repeat, SIMA_DRAW_FLAG_DO_REPEAT);
-
if ((sima->flag & SI_USE_ALPHA) != 0) {
/* Show RGBA */
draw_flags |= SIMA_DRAW_FLAG_SHOW_ALPHA | SIMA_DRAW_FLAG_APPLY_ALPHA;
@@ -181,11 +175,11 @@ static void image_cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser
GPUShader *shader = IMAGE_shader_image_get(is_tiled_texture);
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, psl->image_pass);
if (is_tiled_texture) {
- DRW_shgroup_uniform_texture_ex(shgrp, "imageTileArray", pd->texture, state);
+ DRW_shgroup_uniform_texture_ex(shgrp, "imageTileArray", pd->texture, 0);
DRW_shgroup_uniform_texture(shgrp, "imageTileData", tex_tile_data);
}
else {
- DRW_shgroup_uniform_texture_ex(shgrp, "imageTexture", pd->texture, state);
+ DRW_shgroup_uniform_texture_ex(shgrp, "imageTexture", pd->texture, 0);
}
DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", far_near);
DRW_shgroup_uniform_vec4_copy(shgrp, "color", color);