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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_inline.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_inline.c')
-rw-r--r--source/blender/blenlib/intern/math_color_inline.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenlib/intern/math_color_inline.c b/source/blender/blenlib/intern/math_color_inline.c
index e9a1c0abc38..bef4e5adaaa 100644
--- a/source/blender/blenlib/intern/math_color_inline.c
+++ b/source/blender/blenlib/intern/math_color_inline.c
@@ -309,8 +309,8 @@ MINLINE void straight_to_premul_v4(float color[4])
MINLINE void straight_uchar_to_premul_float(float result[4], const unsigned char color[4])
{
- float alpha = color[3] / 255.0f;
- float fac = alpha / 255.0f;
+ float alpha = color[3] * (1.0f / 255.0f);
+ float fac = alpha * (1.0f / 255.0f);
result[0] = color[0] * fac;
result[1] = color[1] * fac;