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authorCampbell Barton <ideasman42@gmail.com>2009-05-14 06:21:50 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-05-14 06:21:50 +0400
commitd2cff7307d26ada0dd34949d0a9fbb3c37c72f19 (patch)
tree08cf2ddba9ca608bbdb84de9ec2165bb998a361e /source/blender/render
parent5f78efe19cdea2f508fff41a1723477489d7ac03 (diff)
[#18685] dark pixels created when during texture "full baking"
fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/rendercore.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 5dfb509939b..2793e238dc7 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -2542,8 +2542,12 @@ static void shade_tface(BakeShade *bs)
/* get pixel level vertex coordinates */
for(a=0; a<4; a++) {
- vec[a][0]= tface->uv[a][0]*(float)bs->rectx - 0.5f;
- vec[a][1]= tface->uv[a][1]*(float)bs->recty - 0.5f;
+ /* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests
+ * where a pixel gets inbetween 2 faces or the middle of a quad,
+ * camera aligned quads also have this problem but they are less common.
+ * Add a small offset to the UVs, fixes bug #18685 - Campbell */
+ vec[a][0]= tface->uv[a][0]*(float)bs->rectx - (0.5f + 0.001);
+ vec[a][1]= tface->uv[a][1]*(float)bs->recty - (0.5f + 0.002);
}
/* UV indices have to be corrected for possible quad->tria splits */