diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-20 15:47:09 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-20 15:47:09 +0400 |
commit | a92468c7d7bd3171cc04dc956f559f6c8f4f338c (patch) | |
tree | 8332e45967c97e10da6f18ebbc2a419527f422eb /source/blender/render/intern/source/zbuf.c | |
parent | a384612cce4f595a3cd6fd572e8fb3a2efb151db (diff) |
Fix #35807: blender internal motion blur render without antialiasing would
give black speckles (self intersection errors) in raytraced shadows.
Motion blur does some extra offsets for free antialiasing in the motion blur
samples, but did not take them into account everywhere.
Diffstat (limited to 'source/blender/render/intern/source/zbuf.c')
-rw-r--r-- | source/blender/render/intern/source/zbuf.c | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index b974022790d..2f45ad756d3 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -3824,6 +3824,10 @@ static void shade_tra_samples_fill(ShadeSample *ssamp, int x, int y, int z, int xs= (float)x + R.samples->centLut[b & 15] + 0.5f; ys= (float)y + R.samples->centLut[b>>4] + 0.5f; } + else if (R.i.curblur) { + xs= (float)x + R.mblur_jit[R.i.curblur-1][0] + 0.5f; + ys= (float)y + R.mblur_jit[R.i.curblur-1][1] + 0.5f; + } else { xs= (float)x + 0.5f; ys= (float)y + 0.5f; |