BI "Real Sky" option works incorrectly for environment texture.

How to check?

1) Set Rendered mode for 3d View
2) Set "Blend Sky" and "Real Sky" flags for world.
Rotate view you will see right color blending from Horizon to Zenith color.
3) Add environment texture
Rotate view and you will see incorrect texture mapping that is not correspond to color blending that was observed in previous step.

So I conclude that this is a bug.

This issue must be solved before the patch D1414 because BI behavior is the viewport target.

Example: {F273051}

Alexander (Blend4Web Team)

Reviewers: sergey

Reviewed By: sergey

Subscribers: Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1729
This commit is contained in:
Alexander Romanov 2016-01-13 11:38:48 +03:00
parent 7f2b8e78b6
commit 5371102039
Notes: blender-bot 2023-02-14 08:06:40 +01:00
Referenced by issue #47753, [BI] 2.77 World texture has no reaction to parented camera rotation
1 changed files with 2 additions and 10 deletions

View File

@ -492,7 +492,7 @@ int shadeHaloFloat(HaloRen *har, float col[4], int zz,
/* Only view vector is important here. Result goes to col_r[3] */
void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const float dxyview[2], short thread)
{
float lo[3], zen[3], hor[3], blend, blendm;
float zen[3], hor[3], blend, blendm;
int skyflag;
/* flag indicating if we render the top hemisphere */
@ -521,15 +521,7 @@ void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const
/* Careful: SKYTEX and SKYBLEND are NOT mutually exclusive! If */
/* SKYBLEND is active, the texture and color blend are added. */
if (R.wrld.skytype & WO_SKYTEX) {
copy_v3_v3(lo, view);
if (R.wrld.skytype & WO_SKYREAL) {
mul_m3_v3(R.imat, lo);
SWAP(float, lo[1], lo[2]);
}
do_sky_tex(rco, lo, dxyview, hor, zen, &blend, skyflag, thread);
do_sky_tex(rco, view, dxyview, hor, zen, &blend, skyflag, thread);
}
if (blend>1.0f) blend= 1.0f;