forked from bartvdbraak/blender
Small tweak in dithering; the noise varies around 0.0 now.
Value 'dithering' in buttons can go to '2', for extra noise. 1.0 defaults to exact 1.0/256.0 noise.
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c66741510c
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9a5f98576a
@ -221,7 +221,7 @@ void RE_sky_char(float *view, char *col)
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float f, colf[3];
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float dither_value;
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dither_value = (BLI_frand()*R.r.dither_intensity)/256.0;
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dither_value = ( (BLI_frand()-0.5)*R.r.dither_intensity)/256.0;
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RE_sky(view, colf);
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f= 255.0*(colf[0]+dither_value);
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@ -2859,11 +2859,11 @@ void shadepixel_short(float x, float y, int vlaknr, int mask, unsigned short *sh
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}
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if(R.r.dither_intensity!=0.0) {
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short dither_value = (short)(BLI_frand()*R.r.dither_intensity*256.0);
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/* no dither for color 254/255, is OK. intensity is <= 2.0 */
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if( shortcol[0] < 65000) shortcol[0]+= dither_value;
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if( shortcol[1] < 65000) shortcol[1]+= dither_value;
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if( shortcol[2] < 65000) shortcol[2]+= dither_value;
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short dither_value = (short)((BLI_frand() -.5)*R.r.dither_intensity*256.0);
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/* no dither for color 0 or 255, is OK. intensity is <= 2.0 */
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if(shortcol[0]>255 || shortcol[0] < 65280) shortcol[0]+= dither_value;
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if(shortcol[1]>255 || shortcol[1] < 65280) shortcol[1]+= dither_value;
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if(shortcol[2]>255 || shortcol[2] < 65280) shortcol[2]+= dither_value;
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}
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}
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@ -1346,7 +1346,7 @@ void std_transFloatColV2CharColV( RE_COLBUFTYPE *buf, char *target)
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float fval;
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float dither_value;
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dither_value = (BLI_frand()*R.r.dither_intensity)/256.0;
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dither_value = ((BLI_frand()-0.5)*R.r.dither_intensity)/256.0;
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/* alpha */
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if((buf[3]+dither_value)<=0.0) target[3]= 0;
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@ -1040,7 +1040,7 @@ static void render_panel_output(void)
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uiDefButS(block, TOG|BIT|4, 0, "Extensions", 250, 10, 60, 20, &G.scene->r.scemode, 0.0, 0.0, 0, 0, "Adds extensions to the output when rendering animations");
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/* Dither control */
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uiDefButF(block, NUM,B_DIFF, "Dither:", 205,31,105,19, &G.scene->r.dither_intensity, 0.0, 1.0, 0, 0, "The amount of dithering noise present in the output image (0.0 = no dithering)");
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uiDefButF(block, NUM,B_DIFF, "Dither:", 205,31,105,19, &G.scene->r.dither_intensity, 0.0, 2.0, 0, 0, "The amount of dithering noise present in the output image (0.0 = no dithering)");
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/* Toon shading buttons */
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uiBlockBeginAlign(block);
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