3d texture painting: Use center uv pixel as anchor.
Previously the bottom left of a pixel was used during pixel extraction what resulted in that the pixels were moved a bit to the bottom left. By using the center uv pixel the extracted pixels are more balanced and would improve future features like seam bleeding.
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@ -26,7 +26,7 @@ namespace blender::bke::pbvh::pixels {
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* During debugging this check could be enabled.
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* It will write to each image pixel that is covered by the PBVH.
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*/
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constexpr bool USE_WATERTIGHT_CHECK = false;
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constexpr bool USE_WATERTIGHT_CHECK = true;
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/**
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* Calculate the delta of two neighbor UV coordinates in the given image buffer.
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@ -71,7 +71,7 @@ static void extract_barycentric_pixels(UDIMTilePixels &tile_data,
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int x;
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for (x = minx; x < maxx; x++) {
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float2 uv(float(x) / image_buffer->x, float(y) / image_buffer->y);
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float2 uv((float(x) + 0.5f) / image_buffer->x, (float(y) + 0.5f) / image_buffer->y);
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float3 barycentric_weights;
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barycentric_weights_v2(uvs[0], uvs[1], uvs[2], uv, barycentric_weights);
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