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authorSergey Sharybin <sergey.vfx@gmail.com>2015-01-27 19:36:14 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-01-27 19:47:00 +0300
commit3b50d3a04f2c3b7202b935652a81a8888b47c84a (patch)
treed0c4e188a59e976209b7d9a395fabfee909d32bb /intern/cycles/render/camera.h
parent332cf291e4b8b104252f34383193aed2f4c814e0 (diff)
Fix T43346: Window mapping is wrong in preview render
The issue was caused by the whole viewplane used for mapping calculation which would for sure lead to differences between final camera render and viewport render from the camera view. This commit makes it so window texture mapping is the same as final render when viewing from the camera in viewport render. It's not totally clear what's the right thing to do when viewport is not in the camera view mode and that part is left unchanged.
Diffstat (limited to 'intern/cycles/render/camera.h')
-rw-r--r--intern/cycles/render/camera.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/intern/cycles/render/camera.h b/intern/cycles/render/camera.h
index 9525cce8109..1b431e88ac4 100644
--- a/intern/cycles/render/camera.h
+++ b/intern/cycles/render/camera.h
@@ -76,6 +76,7 @@ public:
/* border */
BoundBox2D border;
+ BoundBox2D viewport_camera_border;
/* transformation */
Transform matrix;
@@ -123,6 +124,7 @@ public:
BoundBox viewplane_bounds_get();
float3 transform_raster_to_world(float raster_x, float raster_y);
+ Transform transform_from_viewplane(BoundBox2D &viewplane);
};
CCL_NAMESPACE_END