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.
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@ -283,7 +283,14 @@ void MemoryBuffer::readEWA(float result[4], float fx, float fy, float dx, float
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// Use a different radius based on interpolation switch, just enough to anti-alias when interpolation is off,
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// and slightly larger to make result a bit smoother than bilinear interpolation when interpolation is on
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// (minimum values: const float rmin = intpol ? 1.f : 0.5f;)
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/* note: 0.765625f is too sharp, 1.0 will not blur with an exact pixel sample
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* useful to avoid blurring when there is no distortion */
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#if 0
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const float rmin = ((sampler != COM_PS_NEAREST) ? 1.5625f : 0.765625f) / ff2;
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#else
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const float rmin = ((sampler != COM_PS_NEAREST) ? 1.5625f : 1.0f ) / ff2;
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#endif
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imp2radangle(A, B, C, F, &a, &b, &th, &ecc);
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if ((b2 = b * b) < rmin) {
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if ((a2 = a * a) < rmin) {
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@ -6550,7 +6550,10 @@ static void draw_object_wire_color(Scene *scene, Base *base, unsigned char r_ob_
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r_ob_wire_col[3] = 255;
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}
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/* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET */
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/**
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* main object drawing function, draws in selection
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* \param dflag (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
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*/
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void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
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{
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static int warning_recursive = 0;
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