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authorSergey Sharybin <sergey.vfx@gmail.com>2012-03-24 02:12:24 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-04-17 17:11:34 +0400
commit02e5bdf864bdf001af5ef751f296e90c02edad5b (patch)
tree98aef831e7ef5e854c5542219e74d0be4bdf13d2 /source/blender/editors/gpencil/drawgpencil.c
parente0e05ae85eee83dfc5c07f3dba0664a3ade62d7a (diff)
Initial implementation of overscan renderingoverscan
For now only affects blender internal renderer and viewport. Currently it's possible to define overscan (in %%) manually or make it so distortion matches the motrack displacement model. Still need to do loads of things in compositor, but it's not such a bad starting point. We can even start a branch for this. Reviewers: dfelinto Differential Revision: https://developer.blender.org/D462
Diffstat (limited to 'source/blender/editors/gpencil/drawgpencil.c')
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index a4597b6bf6c..6f134aef5a3 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -782,7 +782,7 @@ void draw_gpencil_view3d(Scene *scene, View3D *v3d, ARegion *ar, bool only3d)
* deal with the camera border, otherwise map the coords to the camera border. */
if ((rv3d->persp == RV3D_CAMOB) && !(G.f & G_RENDER_OGL)) {
rctf rectf;
- ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &rectf, true); /* no shift */
+ ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &rectf, NULL, true); /* no shift */
offsx = iroundf(rectf.xmin);
offsy = iroundf(rectf.ymin);