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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-04-28 15:55:41 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-04-28 15:55:41 +0400
commitfe6c45e36e4fae22bbddbf3e51c7d1fca03c3c1a (patch)
tree31233740f13c5d32fc9791234197a03bd60ad510 /source/blender/blenlib/intern/math_color.c
parent753fe9f0b970c83d253a79f4b12a13d3cc5f5fad (diff)
Fix #34233: bad alpha blending for 3D texture painting. Same changes as the
previous fix for 2D image painting were done, and also: * For brushes that do masking (keeping the max contribution to a pixel limited), the alpha from textures is now part of the mask. In many cases the logic worked out the same and where it didn't it used to cause artifacts. * Color interpolation for smear and soften tools now happens in premultipied space, to avoid bleeding of RGB colors from zero alpha areas. * Fix a few cases where byte <=> float conversion was not doing the proper straight <=> premul conversion. * Replace some float division by constants with multiplications, is faster. Note: float texture painting seems to have some issues updating the OpenGL texture, but issue was already there before this commit.
Diffstat (limited to 'source/blender/blenlib/intern/math_color.c')
-rw-r--r--source/blender/blenlib/intern/math_color.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/blenlib/intern/math_color.c b/source/blender/blenlib/intern/math_color.c
index 3567421daad..cc892795a46 100644
--- a/source/blender/blenlib/intern/math_color.c
+++ b/source/blender/blenlib/intern/math_color.c
@@ -197,9 +197,9 @@ void hex_to_rgb(char *hexcol, float *r, float *g, float *b)
if (hexcol[0] == '#') hexcol++;
if (sscanf(hexcol, "%02x%02x%02x", &ri, &gi, &bi) == 3) {
- *r = ri / 255.0f;
- *g = gi / 255.0f;
- *b = bi / 255.0f;
+ *r = ri * (1.0f / 255.0f);
+ *g = gi * (1.0f / 255.0f);
+ *b = bi * (1.0f / 255.0f);
CLAMP(*r, 0.0f, 1.0f);
CLAMP(*g, 0.0f, 1.0f);
CLAMP(*b, 0.0f, 1.0f);
@@ -394,17 +394,17 @@ void cpack_to_rgb(unsigned int col, float *r, float *g, float *b)
void rgb_uchar_to_float(float col_r[3], const unsigned char col_ub[3])
{
- col_r[0] = ((float)col_ub[0]) / 255.0f;
- col_r[1] = ((float)col_ub[1]) / 255.0f;
- col_r[2] = ((float)col_ub[2]) / 255.0f;
+ col_r[0] = ((float)col_ub[0]) * (1.0f / 255.0f);
+ col_r[1] = ((float)col_ub[1]) * (1.0f / 255.0f);
+ col_r[2] = ((float)col_ub[2]) * (1.0f / 255.0f);
}
void rgba_uchar_to_float(float col_r[4], const unsigned char col_ub[4])
{
- col_r[0] = ((float)col_ub[0]) / 255.0f;
- col_r[1] = ((float)col_ub[1]) / 255.0f;
- col_r[2] = ((float)col_ub[2]) / 255.0f;
- col_r[3] = ((float)col_ub[3]) / 255.0f;
+ col_r[0] = ((float)col_ub[0]) * (1.0f / 255.0f);
+ col_r[1] = ((float)col_ub[1]) * (1.0f / 255.0f);
+ col_r[2] = ((float)col_ub[2]) * (1.0f / 255.0f);
+ col_r[3] = ((float)col_ub[3]) * (1.0f / 255.0f);
}
void rgb_float_to_uchar(unsigned char col_r[3], const float col_f[3])