Fix related to #30152, rainbow colours produced when loading hdr image to 3D viewport/ the Nyan cat bug.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see: http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/ (old discussion but better be sure than sorry) I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
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@@ -518,6 +518,8 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
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IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
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ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
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ibuf->x, ibuf->y, ibuf->x, ibuf->x);
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/* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
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IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
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frect= srgb_frect + texwinsy*ibuf->x + texwinsx;
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}
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else
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@@ -541,6 +543,8 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
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IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
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ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
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ibuf->x, ibuf->y, ibuf->x, ibuf->x);
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/* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
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IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
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}
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else
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frect= ibuf->rect_float;
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@@ -615,7 +619,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
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if (!(gpu_get_mipmap() && mipmap)) {
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if(use_high_bit_depth)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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