After discussion with cambo here we decided it's better to choose arbitrary side of the box
(in this case it's X-axis) and use image from it. That's better than doing a blackness.
P.S. This is literally a corner case anyway.
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.
This patch adds user control to this setting.
Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)
Reviewers: brecht, dingto
Reviewed By: brecht
CC: dingto, venomgfx
Differential Revision: https://developer.blender.org/D317
* Simplify default color values, where each component was the same.
* Initialize closures as Null Closure, rather than assigning an existing closure, gets overwritten anyways.
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes