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authorAntony Riakiotakis <kalast@gmail.com>2014-10-09 17:48:38 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-10-09 17:48:52 +0400
commit016e75ad64935775b487e6674f7c2a4f084cd7fe (patch)
tree480c12bd68e7786d4d5d9fd7a5a00b44f8e3f711 /source/creator
parent127b92de838c0f27c27aad3237032d82d7fbd501 (diff)
Fix T42139, vertical noise stripe patterns in noise texture.
Two fixes here (only the second one is strictly needed to fix the issue, but both make the system better). First is introduction of a random generator array for use with threaded systems where each thread needs to access its own number generator. The random texture now uses this so it should not be influenced by other random generator reseedings of the main random generator like it did before. Second, I reshuffled the texture code to resample the upper bits of the random number first. According to Numerical Recipes, this is where the most variance can be found, so by sampling those we avoid correlation issues. Also, multiplying here is not ideal because if a pair of bits are zero, then the whole result will also be zero. Overall this is much more random (tm) than before, however result will also be brighter, since we now have less black spots. Tweaking the brightness/contrast should somewhat fix that, generally having the same result as before is not possible anyway if we are to really fix this. Also, seems like exposing procedural depth might be nice here since it influences the precision of the texture lookup.
Diffstat (limited to 'source/creator')
-rw-r--r--source/creator/creator.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/creator/creator.c b/source/creator/creator.c
index 12ae5c502e4..d779095c1ee 100644
--- a/source/creator/creator.c
+++ b/source/creator/creator.c
@@ -107,6 +107,7 @@
#include "RE_engine.h"
#include "RE_pipeline.h"
+#include "RE_render_ext.h"
#include "ED_datafiles.h"
#include "ED_util.h"
@@ -1627,6 +1628,8 @@ int main(
DAG_init();
BKE_brush_system_init();
+ RE_init_texture_rng();
+
BLI_callback_global_init();