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