From c68f48d96439292ac2f0083d45cfe68449a2ce87 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 28 Jan 2008 22:43:16 +0000 Subject: [PATCH] - Fix for adding rendering passes. It seems the result was multiplied by alpha twice, which gave dark edges on an grass AO pass for example. --- source/blender/render/intern/source/zbuf.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c index 5a24d435f49..21c31d55e87 100644 --- a/source/blender/render/intern/source/zbuf.c +++ b/source/blender/render/intern/source/zbuf.c @@ -3590,10 +3590,10 @@ void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alph if(col) { fp= rpass->rect + pixsize*offset; - fp[0]= alpha*col[0] + (1.0f-alpha)*fp[0]; + fp[0]= col[0] + (1.0f-alpha)*fp[0]; if(pixsize==3) { - fp[1]= alpha*col[1] + (1.0f-alpha)*fp[1]; - fp[2]= alpha*col[2] + (1.0f-alpha)*fp[2]; + fp[1]= col[1] + (1.0f-alpha)*fp[1]; + fp[2]= col[2] + (1.0f-alpha)*fp[2]; } } }