diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-07-12 18:57:24 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-07-12 18:57:24 +0400 |
commit | a470640f2e88c0997b12600b9de652da6aac7444 (patch) | |
tree | 37d6fb2b66755ac8b753f064e7d66f9e4c029da5 /source/blender/blenkernel/intern/displist.c | |
parent | 731824c464e03b133ea9698c2d74dbb8e7f890be (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.c | 15 |
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]; |