forked from bartvdbraak/blender
Normal rendering; adding gamma corrected halo could cause NaN's because of a negative sqrt().
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@ -451,9 +451,9 @@ static void scanlinehaloPS(int *rectz, long *rectdelta, float *rowbuf, short ys)
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float *buf= rowbuf;
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int xt;
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for(xt=0; xt<R.rectx; xt++, buf+=4) {
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buf[0]= sqrt(buf[0]); // invers gamma 2.0
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buf[1]= sqrt(buf[1]);
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buf[2]= sqrt(buf[2]);
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buf[0]= sasqrt(buf[0]); // invers gamma 2.0
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buf[1]= sasqrt(buf[1]);
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buf[2]= sasqrt(buf[2]);
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}
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didgamma= 1;
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}
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