Bugfix: vector blur blending of different times wasn't correct, didn't

show up much for characters on isolated layers but can make a big
difference on a full scene:

http://users.pandora.be/blendix/vblur_before.jpg
http://users.pandora.be/blendix/vblur_after.jpg
This commit is contained in:
Brecht Van Lommel 2008-02-19 15:30:33 +00:00
parent f5e89b3f47
commit 4100861f24

@ -3092,10 +3092,10 @@ void RE_zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *
samples/= 2;
for(step= 1; step<=samples; step++) {
float speedfac= 0.5f*nbd->fac*(float)step/(float)(samples+1);
float blendfac= 1.0f/(ABS(step)+1), ipodata[4];
int side;
for(side=0; side<2; side++) {
float blendfac= 1.0f/((ABS(step)*2+side)+1), ipodata[4];
/* clear zbuf, if we draw future we fill in not moving pixels */
if(0)