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authorTon Roosendaal <ton@blender.org>2006-02-03 23:39:36 +0300
committerTon Roosendaal <ton@blender.org>2006-02-03 23:39:36 +0300
commit6ac2c83016c4f0cd713e3170ce55f22b5e99707c (patch)
treeeee13b4ae9c0fd4205c6d29b0d3c82b6fed235a8 /source/blender/blenkernel/bad_level_call_stubs
parent7a7c33ea2713e06c1f9581838a3b2c0e8ce1f48c (diff)
Redoing the blur filters for composit;
http://www.blender.org/bf/filters/ I found out current blur actually doesn't do gauss, but more did regular quadratic. Now you can choose common filter types, but more specifically; - set gamma on, to emphasize bright parts in blur more than darker parts - use the bokeh option for (current circlular only) blur based on true area filters (meaning, for each pixel it samples the entire surrounding). This enables more effects, but is also much slower. Have to check on optimization for this still... use with care!
Diffstat (limited to 'source/blender/blenkernel/bad_level_call_stubs')
-rw-r--r--source/blender/blenkernel/bad_level_call_stubs/stubs.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/bad_level_call_stubs/stubs.c b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
index e15b308e8b3..bd802215bfd 100644
--- a/source/blender/blenkernel/bad_level_call_stubs/stubs.c
+++ b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
@@ -218,4 +218,4 @@ int multitex(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex
struct Render *RE_GetRender(const char *name) {return (struct Render *)NULL;}
struct RenderResult *RE_GetResult(Render *re) {return (struct RenderResult *)NULL;}
float *RE_RenderLayerGetPass(RenderLayer *rl, int passtype) {return NULL;}
-
+float RE_filter_value(int type, float x) {return 0.0f;}