use filtersize of 1.0 for distort and uv - compositor nodes.

Experimenting here and 0.765625f is too sharp, but 1.0 wont blur with 0 distorted pixels but gives nice interpolation otherwise.
This commit is contained in:
Campbell Barton 2012-08-16 16:07:00 +00:00
parent 81dd80f1d3
commit e71d3ee394
2 changed files with 11 additions and 1 deletions

@ -283,7 +283,14 @@ void MemoryBuffer::readEWA(float result[4], float fx, float fy, float dx, float
// Use a different radius based on interpolation switch, just enough to anti-alias when interpolation is off,
// and slightly larger to make result a bit smoother than bilinear interpolation when interpolation is on
// (minimum values: const float rmin = intpol ? 1.f : 0.5f;)
/* note: 0.765625f is too sharp, 1.0 will not blur with an exact pixel sample
* useful to avoid blurring when there is no distortion */
#if 0
const float rmin = ((sampler != COM_PS_NEAREST) ? 1.5625f : 0.765625f) / ff2;
#else
const float rmin = ((sampler != COM_PS_NEAREST) ? 1.5625f : 1.0f ) / ff2;
#endif
imp2radangle(A, B, C, F, &a, &b, &th, &ecc);
if ((b2 = b * b) < rmin) {
if ((a2 = a * a) < rmin) {

@ -6550,7 +6550,10 @@ static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_
r_ob_wire_col[3] = 255;
}
/* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET */
/**
* main object drawing function, draws in selection
* \param dflag (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
*/
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
{
static int warning_recursive = 0;