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authorTon Roosendaal <ton@blender.org>2005-01-08 17:22:27 +0300
committerTon Roosendaal <ton@blender.org>2005-01-08 17:22:27 +0300
commit9393e490aff163594ec5a07350247da18a5253e3 (patch)
tree464c21cf62a3039baf23149553e2cc4cdb380b39 /source/blender/render
parentd56680bc389d968f40b0dd3771dec13103df245a (diff)
Fix for commit of yesterday, where wire render + mist was solved.
Had moved normalizing the view vector just a couple of lines to much... causing OSA vectors to be calculated wrong, and image texture to show much to filtered (nearly invisible)
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/rendercore.c20
1 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index d3b87980939..80df485090d 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -2022,15 +2022,6 @@ void *shadepixel(float x, float y, int z, int facenr, int mask, float *col)
shi.view[2]= -panosi*u + panoco*v;
}
- fac= Normalise(shi.view);
-
- if(shi.osatex) {
- if( (shi.mat->texco & TEXCO_REFL) ) {
- shi.dxview= -1.0/fac;
- shi.dyview= -R.ycor/fac;
- }
- }
-
/* wire cannot use normal for calculating shi.co */
if(shi.mat->mode & MA_WIRE) {
float zco;
@@ -2072,6 +2063,17 @@ void *shadepixel(float x, float y, int z, int facenr, int mask, float *col)
}
}
+ /* cannot normalise earlier, code above needs it at pixel level */
+ fac= Normalise(shi.view);
+ zcor*= fac;
+
+ if(shi.osatex) {
+ if( (shi.mat->texco & TEXCO_REFL) ) {
+ shi.dxview= -1.0/fac;
+ shi.dyview= -R.ycor/fac;
+ }
+ }
+
/* calcuate normals, texture coords, vertex colors, etc */
if(facenr & 0x800000)
shade_input_set_coords(&shi, 1.0, 1.0, 0, 2, 3);