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authorTon Roosendaal <ton@blender.org>2009-04-22 15:54:43 +0400
committerTon Roosendaal <ton@blender.org>2009-04-22 15:54:43 +0400
commitc09b1a985c29e59736eef619e2dae1a1dcf2d73a (patch)
tree431995071282e2b1ee4ea632439cc01e93e30182 /source/gameengine/Ketsji
parent785b784e0903f4cc04889a0790f15f6b01b7860b (diff)
bugfix #18187
Using "Key Alpha" didn't work when using MBlur render. The accumulation code was assuming regular alpha then. Now it corrects for it. Still it's a bit of a weak spot in Blender's render system. I will look in the future to make this a real post process; converting all RGBA buffers in the system, including for all passes, to "key alpha". Combined with that our compositor should become alpha type aware too. Everything in Blender assumes premul alpha, which still just will work best in general...
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