blender/source
Janne Karhu 94aa87dd62 Fix for [#24293] Shadow pass is wrong
* The problem is that shadow pass is derived from the diffuse pass as
  shad = shad'/diff, where shad' = shad*diff. In cases where diff is
  0 and the division can't be done shad is left as shad' (=0).
* This all works just fine until the diffuse color is 0 on just one
  channel (no red in material color for example). In this case the shadow
  pass is left as 0 too regardless of the existence of an actual shadow,
  so the end result is a colored shadow!
* The only real solution is to use the original shadow intensity to
  determine if there actually is a shadow or not. This is now stored in
  shr->shad[3] from the lamp shadow calculation.

Note: The best solution would probably be to calculate the shadow pass on
it's own and not to derive it from the diffuse pass, but I didn't dare to
start messing up the shading code totally.
2010-10-19 16:10:30 +00:00
..
blender Fix for [#24293] Shadow pass is wrong 2010-10-19 16:10:30 +00:00
blenderplayer remove annoying warnings for blenderplayers stub.c 2010-10-18 13:22:34 +00:00
creator * Enable compile and link flags to build info also on Windows and in SCons. 2010-10-19 05:00:36 +00:00
darwin darwin Makefiles: copy release scripts and python modules to where blender looks for them, 2010-10-14 19:30:55 +00:00
gameengine Use DEBUG instead of NDEBUG 2010-10-18 06:52:10 +00:00
icons Windows Icons: 2010-09-05 07:08:21 +00:00
kernel - use list append in more places (preferred method since its faster) 2010-09-06 10:15:41 +00:00
CMakeLists.txt
Makefile Add include directive so buildinfo compilation can find defines, see r32271. 2010-10-03 16:30:10 +00:00
SConscript Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00