From a050d6063c78004de8b4b5945cb03bb43d84c8de Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 13 May 2015 18:04:46 +1000 Subject: Project Paint: resolve ugly bleed artifacts Use the bilinear reverse to find the pixel to bleed from. Was using pixel space which didn't work well. --- source/blender/blenlib/BLI_math_geom.h | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/blenlib/BLI_math_geom.h') diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index 4f7a3310ee6..4a75e83316e 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -259,6 +259,7 @@ void resolve_tri_uv_v3(float r_uv[2], const float st[3], const float st0[3], con void resolve_quad_uv_v2(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); void resolve_quad_uv_v2_deriv(float r_uv[2], float r_deriv[2][2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); +float resolve_quad_u_v2(const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); /* use to find the point of a UV on a face */ void interp_bilinear_quad_v3(float data[4][3], float u, float v, float res[3]); -- cgit v1.2.3