Age | Commit message (Collapse) | Author |
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Function `blend_color_softlight_float` used math different to compositor and
produced result that had abrupt value changes.
Use math based on modified screen blend mode as compositor does.
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Result of Exclusion and Pin Light blend modes could be greater than 255
which caused artifacts. Limit color value to 0-255 range.
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Comment blocks not conforming to convention.
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When the combined alpha [the 'tmp' variable having the mixfactor applied
already] - reached zero it was handled like a no-op (for the alpha as
well) and just copied the first color.
So e.g mixing 255/255/255/255 with 0/0/0/0 with a factor of 1.0 gave
alpha of 255, which looks wrong.
cases where tmp gets zero:
src1 alpha:0 src2 alpha:whatever mixfactor 0.0
src1 alpha:whatever src2 alpha:0 mixfactor 1.0
src1 alpha:0 src2 alpha:0 mixfactor whatever
Now set alpha to zero in that case.
ref T81914
Maniphest Tasks: T81914
Differential Revision: https://developer.blender.org/D9357
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- Replace 'unsigned' used on it's own with 'uint'.
- Replace 'unsigned const char' with 'const uchar'.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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For some blend modes there would be no effect with factor 1.0, even if factor
0.999 would give a very different image. Now the result should have no
discontinuity.
Differential Revision: https://developer.blender.org/D2925
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Reviewers: psy-fi
Differential Revision: https://developer.blender.org/D799
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Much better to use small loops when doing complex operations over color elements
(any serious compiler will flatten them anyway), avoids (some!) stupid mistakes when
editing their code.
Also, use min/max funcs instead of lengthier 'if (foo < 0) foo = 0'.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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* 2D image painting with textures that contained alpha did not work correctly,
had been broken for a while.
* 2D image panels texture (mask) panels showed wrong buttons for texture overlay.
* Texture map mode 3D now also uses masking, like Tiled and Stencil the texture
does not move along with the brush so it works fine.
* 2D image paint View mapping did not work correct, especially noticeable with
Rake rotation.
* Masking is now disabled for the smear tool, this can't really work because
the original image is constantly changing and gave artifacts.
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* 2D image painting support for masking to limit the max contribution of a stroke
to a pixel, to get it working compatible with projection painting. Not strictly
a bugfix, but the inconsistency here was annoying.
* Fix python errors in Texture Mask panel in image editor, was missing overlay
options.
* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
pixels due to integer overflow.
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is used slightly but this isn't so important so just remove falloff adjustment.
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tweaks.
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old issue, the formulas here were never quite right, should all work ok now
with byte and float images.
Some differences:
* Colors with zero alpha from the background will never have an influence, so
you don't get alpha fringes when painting over such areas. This does give
hard edges when looking at the RGB channels alone, but there's no way to
avoid that and fringes at the same time, same behavior as other painting apps.
* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
and work only the RGB channels, again same behavior as many other apps.
* Erase/Add alpha now compensates for premultiplied float images to keep the
straight RGB colors the same.
Next: fix projection painting.
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