Normal rendering; adding gamma corrected halo could cause NaN's because
of a negative sqrt().
This commit is contained in:
Ton Roosendaal 2005-12-19 10:31:32 +00:00
parent 4a027d8124
commit d48c9c416d

@ -451,9 +451,9 @@ static void scanlinehaloPS(int *rectz, long *rectdelta, float *rowbuf, short ys)
float *buf= rowbuf;
int xt;
for(xt=0; xt<R.rectx; xt++, buf+=4) {
buf[0]= sqrt(buf[0]); // invers gamma 2.0
buf[1]= sqrt(buf[1]);
buf[2]= sqrt(buf[2]);
buf[0]= sasqrt(buf[0]); // invers gamma 2.0
buf[1]= sasqrt(buf[1]);
buf[2]= sasqrt(buf[2]);
}
didgamma= 1;
}