Turned Sky render code in Blender to become fully float, it still returned
bytes for RGB. This to allow very bright contrasted images to be used for AO as well. As a first start also the Texture->Colors panel now allows contrast setting up to 5.0 (was 2.0).
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@@ -88,6 +88,8 @@
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#include "RE_renderconverter.h"
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#include "blendef.h" /* CLAMP */
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#define PR_RECTX 141
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#define PR_RECTY 141
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#define PR_XMIN 10
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@@ -385,7 +387,7 @@ static void sky_preview_pixel(float lens, int x, int y, char *rect)
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view[2]= -lens*PR_RECTX/32.0;
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Normalise(view);
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}
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RE_sky(view, rect);
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RE_sky_char(view, rect);
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}
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static void lamp_preview_pixel(ShadeInput *shi, LampRen *la, int x, int y, char *rect)
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@@ -642,9 +644,12 @@ static void texture_preview_pixel(Tex *tex, int x, int y, char *rect)
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if(rgbnor & 1) {
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rect[0]= 255.0*Tr;
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rect[1]= 255.0*Tg;
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rect[2]= 255.0*Tb;
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v1= 255.0*Tr;
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rect[0]= CLAMPIS(v1, 0, 255);
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v1= 255.0*Tg;
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rect[1]= CLAMPIS(v1, 0, 255);
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v1= 255.0*Tb;
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rect[2]= CLAMPIS(v1, 0, 255);
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if(Ta!=1.0) {
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tracol= 64+100*(abs(x)>abs(y));
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