From 4100861f24670eab24559f704fb189a9cadfe974 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 19 Feb 2008 15:30:33 +0000 Subject: [PATCH] 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 --- source/blender/render/intern/source/zbuf.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index f9abb2d9436..99ec420966d 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -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)