Fix T47347: Z-pass defaults to zero
Use the same default value for Z-depth in the compositor as everywhere else.
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blender-bot
2023-02-14 08:14:47 +01:00
Referenced by issue #47361, Pointiness bake artifact when using selected to active Referenced by issue #47362, Massive loss of speed in new builds with Ambient Occlusion and Branched Path Tracing. Referenced by issue #47347, Disabled Render Layers output a Z-value of 0.0, causing unexpected behaviour with compositing.
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@ -277,7 +277,7 @@ void RenderLayersDepthProg::executePixelSampled(float output[4], float x, float
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float *inputBuffer = this->getInputBuffer();
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if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
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output[0] = 0.0f;
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output[0] = 10e10f;
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}
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else {
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unsigned int offset = (iy * this->getWidth() + ix);
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