Revision: 20192 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20192 Author: campbellbarton Date: 2009-05-14 04:21:50 +0200 (Thu, 14 May 2009)
Log Message: ----------- [#18685] dark pixels created when during texture "full baking" fix/workaround - offset by a 500th of a pixel to avoid baking missing pixels that are between 2 faces, its still possible pixels could be between faces but much less likely then it is currently with pixel aligned UVs. Modified Paths: -------------- trunk/blender/source/blender/render/intern/source/rendercore.c Modified: trunk/blender/source/blender/render/intern/source/rendercore.c =================================================================== --- trunk/blender/source/blender/render/intern/source/rendercore.c 2009-05-14 00:10:25 UTC (rev 20191) +++ trunk/blender/source/blender/render/intern/source/rendercore.c 2009-05-14 02:21:50 UTC (rev 20192) @@ -2542,8 +2542,12 @@ /* get pixel level vertex coordinates */ for(a=0; a<4; a++) { - vec[a][0]= tface->uv[a][0]*(float)bs->rectx - 0.5f; - vec[a][1]= tface->uv[a][1]*(float)bs->recty - 0.5f; + /* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests + * where a pixel gets inbetween 2 faces or the middle of a quad, + * camera aligned quads also have this problem but they are less common. + * Add a small offset to the UVs, fixes bug #18685 - Campbell */ + vec[a][0]= tface->uv[a][0]*(float)bs->rectx - (0.5f + 0.001); + vec[a][1]= tface->uv[a][1]*(float)bs->recty - (0.5f + 0.002); } /* UV indices have to be corrected for possible quad->tria splits */ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs