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authorTon Roosendaal <ton@blender.org>2006-01-12 01:36:31 +0300
committerTon Roosendaal <ton@blender.org>2006-01-12 01:36:31 +0300
commit0665f0d64799e6a38c4ca0930df73271f246e422 (patch)
treefa488d33452f0bfc6ec91e5bbbec726afcbcb9f3 /source/blender/imbuf/IMB_imbuf.h
parentb92fa4151645d50e40faa8f4aaea4b7f6149947c (diff)
Orange;
Until now, the zbuffer was written straight from the internal zbuffer, which has values that are inverse-proportional (like 1.0/z) which makes it very hard to use it for postprocess, like zblur or other composit effects that require Z. Based on info from ILM, the values stored for Z in exr files is the actual distance from a camera. I think that's about time to migrate to that convention! By default now, after render, the z values are converted to floats. This saves in exr files now, but not in the Iris Z files. That latter was a blender-only anyway, so might be not a real hassle to drop. :) You can see the difference in the image window, but notice the range now is linear mapped from camera clipstart to clipend. Note; I just discover that ortho Z values need a different correction...
Diffstat (limited to 'source/blender/imbuf/IMB_imbuf.h')
-rw-r--r--source/blender/imbuf/IMB_imbuf.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/imbuf/IMB_imbuf.h b/source/blender/imbuf/IMB_imbuf.h
index 63ffeb02603..20a31f5de28 100644
--- a/source/blender/imbuf/IMB_imbuf.h
+++ b/source/blender/imbuf/IMB_imbuf.h
@@ -185,6 +185,7 @@ struct ImBuf *IMB_dupImBuf(struct ImBuf *ibuf1);
* @attention Defined in allocimbuf.c
*/
short addzbufImBuf(struct ImBuf * ibuf);
+short addzbuffloatImBuf(struct ImBuf * ibuf);
/**
*
@@ -468,6 +469,7 @@ void IMB_cspace(struct ImBuf *ibuf, float mat[][4]);
* @attention Defined in allocimbuf.c
*/
void IMB_freezbufImBuf(struct ImBuf * ibuf);
+void IMB_freezbuffloatImBuf(struct ImBuf * ibuf);
/**
*