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author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2016-08-28 17:50:49 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2016-08-28 17:50:59 +0300 |
commit | 116bab702e009ce8043b976b4a9c4afa4c7ff5b0 (patch) | |
tree | f8e6744eb82e9c5b1804b2f4d8cbf7c89bad430c /source/blender/depsgraph | |
parent | a5261e06a309982a47e207faf59194c59408dbad (diff) |
Fix T47639: OpenGL render with smoke and fire incorrect when using
transparency.
The issue is that we are rendering to a 0..1 clamped sRGB buffer with
unpremultiplied alpha, where the correct thing to do would be to render
to an unclamped linear premultiplied alpha buffer. Then we would just
make fire purely emissive without affecting the alpha channel at all,
but that doesn't work here.
So for now, draw fire and smoke separately using different shaders and
blend modes, like it used to before the smoke programs were rewritten
(see rB0372b642).
Diffstat (limited to 'source/blender/depsgraph')
0 files changed, 0 insertions, 0 deletions