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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-06-07 18:49:58 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-06-07 21:51:40 +0300
commitfb03f50e069d66c99391e4796e1b9eaa2b4cc133 (patch)
tree10c761cf548c6d4aa9160eed7c2798a96b798ccb /source/blender/makesrna/intern/rna_image_api.c
parentd05f27c7b95371db9e7e4e34a919a3623682a114 (diff)
Fix T64625: Eevee image textures with alpha have dark edges
Now texture storage of images is defined by the alpha mode of the image. The downside of this is that there can be artifacts near alpha edges where pixels with zero alpha bleed in. It also adds more code complexity since image textures are no longer all stored the same way. This changes allows us to keep using sRGB texture formats, which have edge darkening when stored with premultiplied alpha. Game engines seems to generally do the same thing, and we want to be compatible with them.
Diffstat (limited to 'source/blender/makesrna/intern/rna_image_api.c')
-rw-r--r--source/blender/makesrna/intern/rna_image_api.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/makesrna/intern/rna_image_api.c b/source/blender/makesrna/intern/rna_image_api.c
index a26b4c6b6e4..933dae70457 100644
--- a/source/blender/makesrna/intern/rna_image_api.c
+++ b/source/blender/makesrna/intern/rna_image_api.c
@@ -342,7 +342,7 @@ void RNA_api_image(StructRNA *srna)
func,
"Load the image into an OpenGL texture. On success, image.bindcode will contain the "
"OpenGL texture bindcode. Colors read from the texture will be in scene linear color space "
- "and have premultiplied alpha.");
+ "and have premultiplied or straight alpha matching the image alpha mode");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
RNA_def_int(
func, "frame", 0, 0, INT_MAX, "Frame", "Frame of image sequence or movie", 0, INT_MAX);