Improvements to Blenders color balance (lift/gamma/gain).
Fairly closely match some mac application colin has called 'Looks', to give better results. - lift is now applied non linear (was being added to the color) - change the color wheel to preserve the luminance of the gamma and gain values, this stops the color from being set too dark (option for the color wheel template). - sub-pixel precission for the color wheel since the white area at the center can make a lot of difference with a very small change. This change will make existing node and sequencer setups lift render slighly differently however discussed this with Ton and he's ok with it.
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@@ -173,6 +173,7 @@ struct uiBut {
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float hardmin, hardmax, softmin, softmax;
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float a1, a2, hsv[3]; // hsv is temp memory for hsv buttons
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float aspect;
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float color_lum; /* used only for color buttons so far */
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uiButHandleFunc func;
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void *func_arg1;
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@@ -184,8 +185,11 @@ struct uiBut {
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struct bContextStore *context;
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/* not ysed yet, was used in 2.4x for ui_draw_pulldown_round & friends */
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/*
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void (*embossfunc)(int , int , float, float, float, float, float, int);
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void (*sliderfunc)(int , float, float, float, float, float, float, int);
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*/
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uiButCompleteFunc autocomplete_func;
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void *autofunc_arg;
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@@ -228,12 +232,12 @@ struct uiBut {
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/* Operator data */
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struct wmOperatorType *optype;
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int opcontext;
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struct IDProperty *opproperties;
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struct PointerRNA *opptr;
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short opcontext;
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/* Draggable data, type is WM_DRAG_... */
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int dragtype;
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short dragtype;
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void *dragpoin;
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struct ImBuf *imb;
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float imb_scale;
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