Revision: 19945
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19945
Author:   campbellbarton
Date:     2009-04-27 16:22:02 +0200 (Mon, 27 Apr 2009)

Log Message:
-----------
[#18628] stuck triangle when projection painting -- 2.49RC1

Increasing the tolerance when making intersection comparisons fixed this.
There is also a problem where a pixel aligned quad would get a diagonal line 
down the face. offset the pixel locations a little to avoid this (crappy I know 
but will fix most cases).

Modified Paths:
--------------
    trunk/blender/source/blender/src/imagepaint.c

Modified: trunk/blender/source/blender/src/imagepaint.c
===================================================================
--- trunk/blender/source/blender/src/imagepaint.c       2009-04-27 13:55:38 UTC 
(rev 19944)
+++ trunk/blender/source/blender/src/imagepaint.c       2009-04-27 14:22:02 UTC 
(rev 19945)
@@ -186,7 +186,7 @@
 // #define PROJ_BUCKET_CLONE_INIT      1<<1
 
 /* used for testing doubles, if a point is on a line etc */
-#define PROJ_GEOM_TOLERANCE 0.0002f
+#define PROJ_GEOM_TOLERANCE 0.00075f
 
 /* vert flags */
 #define PROJ_VERT_CULL 1
@@ -2315,9 +2315,20 @@
        /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a 
pixel
         * this is done so we can avoid offseting all the pixels by 0.5 which 
causes
         * problems when wrapping negative coords */
-       xhalfpx = 0.5f / ibuf_xf;
-       yhalfpx = 0.5f / ibuf_yf;
+       xhalfpx = (0.5f+   (PROJ_GEOM_TOLERANCE/3.0f)   ) / ibuf_xf;
+       yhalfpx = (0.5f+   (PROJ_GEOM_TOLERANCE/4.0f)   ) / ibuf_yf;
        
+       /* Note about (PROJ_GEOM_TOLERANCE/x) above...
+         Needed to add this offset since UV coords are often quads aligned to 
pixels.
+         In this case pixels can be exactly between 2 triangles causing nasty
+         artifacts.
+         
+         This workaround can be removed and painting will still work on most 
cases
+         but since the first thing most people try is painting onto a quad- 
better make it work.
+        */
+
+
+
        tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
        tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
 


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