Thought to be nice for for backwards compat && users... so the old

"Backbuf" image render option is back :)
Nicer coded, using Image texture functions.

If you want 100% reliable pixel to pixel accuracy you have to use
compositing. (Old Backbuf didn't do this accuracy either btw).
This commit is contained in:
2006-06-10 16:30:44 +00:00
parent 6d2adf66e5
commit d9081db9e0
5 changed files with 72 additions and 1 deletions

View File

@@ -469,6 +469,16 @@ void renderSkyPixelFloat(float *collector, float x, float y, float *rco)
}
}
static void fillBackgroundImage(float *collector, float fx, float fy)
{
if(R.backbuf) {
float dx= 1.0f/(float)R.winx;
float dy= 1.0f/(float)R.winy;
image_sample(R.backbuf, fx/(float)R.winx, fy/(float)R.winy, dx, dy, collector);
}
}
/*
Stuff the sky colour into the collector.
*/
@@ -486,7 +496,7 @@ void shadeSkyPixel(float *collector, float fx, float fy, float *rco)
/* 1. Do a backbuffer image: */
if(R.r.bufflag & 1) {
// fillBackgroundImage(collector, fx, fy);
fillBackgroundImage(collector, fx, fy);
return;
} else if((R.wrld.skytype & (WO_SKYBLEND+WO_SKYTEX))==0) {
/*