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authorCampbell Barton <ideasman42@gmail.com>2010-07-12 18:57:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-12 18:57:24 +0400
commita470640f2e88c0997b12600b9de652da6aac7444 (patch)
tree37d6fb2b66755ac8b753f064e7d66f9e4c029da5 /source/blender/blenkernel/intern/displist.c
parent731824c464e03b133ea9698c2d74dbb8e7f890be (diff)
sequencer float conversion was only using rgb -> float conversion inconsistantly, some places used colorspace conversion, some not.
Added IMB_float_from_rect_simple() for the sequencer to use.
Diffstat (limited to 'source/blender/blenkernel/intern/displist.c')
-rw-r--r--source/blender/blenkernel/intern/displist.c15
1 files changed, 6 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/displist.c b/source/blender/blenkernel/intern/displist.c
index 716d3110bc3..bb020c936a6 100644
--- a/source/blender/blenkernel/intern/displist.c
+++ b/source/blender/blenkernel/intern/displist.c
@@ -575,9 +575,9 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
char *col1= (char*)&col1base[j*4];
char *col2= (char*)(col2base?&col2base[j*4]:NULL);
float *vn = (mf->flag & ME_SMOOTH)?&vnors[3*vidx[j]]:n1;
-
- VECCOPY(vec, mv->co);
- mul_m4_v3(mat, vec);
+
+ mul_v3_m4v3(vec, mat, mv->co);
+
vec[0]+= 0.001*vn[0];
vec[1]+= 0.001*vn[1];
vec[2]+= 0.001*vn[2];
@@ -688,8 +688,7 @@ void shadeDispList(Scene *scene, Base *base)
a= dl->nr;
while(a--) {
- VECCOPY(vec, fp);
- mul_m4_v3(mat, vec);
+ mul_v3_m4v3(vec, mat, fp);
fastshade(vec, n1, fp, ma, (char *)col1, NULL);
@@ -704,8 +703,7 @@ void shadeDispList(Scene *scene, Base *base)
nor= dl->nors;
while(a--) {
- VECCOPY(vec, fp);
- mul_m4_v3(mat, vec);
+ mul_v3_m4v3(vec, mat, fp);
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];
n1[1]= imat[1][0]*nor[0]+imat[1][1]*nor[1]+imat[1][2]*nor[2];
@@ -742,8 +740,7 @@ void shadeDispList(Scene *scene, Base *base)
a= dl->nr;
while(a--) {
- VECCOPY(vec, fp);
- mul_m4_v3(mat, vec);
+ mul_v3_m4v3(vec, mat, fp);
/* transpose ! */
n1[0]= imat[0][0]*nor[0]+imat[0][1]*nor[1]+imat[0][2]*nor[2];