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authorTon Roosendaal <ton@blender.org>2005-05-18 14:43:08 +0400
committerTon Roosendaal <ton@blender.org>2005-05-18 14:43:08 +0400
commit780412f1ae0c447d75645b1610eedab3bb4e6897 (patch)
treee8e92c3451ae273f547ef0abc675dd4cc2ea7a97 /source/blender/render/intern
parent7018576bfd1a0e55346896844fc0f42f83be144e (diff)
Bug fix #2577
With rendering a border, the amount of scanlines can be 'odd', which wasn't checked for correctly on OSA thread render.
Diffstat (limited to 'source/blender/render/intern')
-rw-r--r--source/blender/render/intern/source/rendercore.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 4f64ab0cec2..ab07df9c277 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -2685,7 +2685,7 @@ void zbufshadeDA(void) /* Delta Accum Pixel Struct */
rl1.rb2= rowbuf2;
rl1.rb3= rowbuf3;
- if(R.r.mode & R_THREADS) {
+ if( (R.r.mode & R_THREADS) && y!=R.recty-1) { // odd amount of total y pixels...
if((y & 1)==0) {
SDL_Thread *thread;