Halos with Flare option didn't render correct in Unified render, they were
added twice!
Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.
This commit is contained in:
2004-12-02 21:18:58 +00:00
parent 47230dbf75
commit aa92e3e37f
2 changed files with 5 additions and 2 deletions

View File

@@ -395,6 +395,11 @@ void renderSkyPixelFloat(float x, float y)
switch (keyingType) {
case RE_ALPHA_PREMUL:
/* Premul: don't fill, and don't change the values! */
collector[0] = 0.0;
collector[1] = 0.0;
collector[2] = 0.0;
collector[3] = 0.0;
break;
case RE_ALPHA_KEY:
/*
Key: Leave pixels fully coloured, but retain alpha data, so you

View File

@@ -262,8 +262,6 @@ void zBufShadeAdvanced()
R.r.edgeR, R.r.edgeG, R.r.edgeB);
}
add_halo_flare(); /* from rendercore */
if (!(R.r.mode & R_OSA)) {
jit[0][0] = xjit;
jit[0][1] = yjit;