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Workbench: Banding Issues Texture Painting

Authored by Jeroen Bakker (jbakker) on Jul 4 2019, 8:34 AM.



As a result of the 8 bitdepth RGBA that the deferred rendering uses to
store the color buffer banding issues can appear.

Now the user has an user preference option to use a high bitdepth color
buffer or low bitdepth color buffer (low=default).

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rB Blender

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Clément Foucault (fclem) requested changes to this revision.Jul 4 2019, 10:53 AM

Can't we just use the highres just if we are in textured/vertex shading color mode? That would remove a userpref. Also I think RGBA16 instead of RGBA16F would be better but I don't have a strong opinion. User can paint HDRI afterall (even if it makes little sense in workbench).

This revision now requires changes to proceed.Jul 4 2019, 10:53 AM

Agree it seems better to do this automatically. Working with float HDR textures is not that uncommon and ideally would just work well without needing to changes any preferences.

Automatically select the right texture format based on the coloring mode

Also use GPU_RGBA16F when in texture paint mode


rename to workbench_color_texture_format as there is no other color format

This is fine, but would not add it to 2.80 since it's not a critical bug.

This revision is now accepted and ready to land.Jul 10 2019, 11:26 AM
This revision was automatically updated to reflect the committed changes.