923fb888d6
The reason for this was with transforming screenspace points outside the face into UV space and when the bucket bounds was enough outside the face. For faces viewed side on, this transformation would be applied incorrectly (a bit like trying to apply a projection matrix to a point behind the view), the buckets UV space coords would be incorrect and the wrong pixels would be initialized for that face. solution is to clip the screenspace face with the bucket before getting the UVs. This should also be a bit faster since the clipped polyline will have a smaller bounding box. |
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.. | ||
blender | ||
creator | ||
darwin | ||
gameengine | ||
icons | ||
kernel | ||
CMakeLists.txt | ||
Makefile | ||
nan_compile.mk | ||
nan_definitions.mk | ||
nan_link.mk | ||
nan_subdirs.mk | ||
nan_warn.mk | ||
SConscript |