[Bf-blender-cvs] [b137702] master: Use linear filtering for final pass of high quality depth of field, no need to get nearest point anymore.
Antony Riakiotakis
noreply at git.blender.org
Mon Mar 23 17:07:48 CET 2015
Commit: b13770215c97194aba0703d9844976f6eb3a61fb
Author: Antony Riakiotakis
Date: Mon Mar 23 17:07:21 2015 +0100
Branches: master
https://developer.blender.org/rBb13770215c97194aba0703d9844976f6eb3a61fb
Use linear filtering for final pass of high quality depth of field, no
need to get nearest point anymore.
===================================================================
M source/blender/gpu/intern/gpu_compositing.c
===================================================================
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 96de0db..7b2aca6 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -960,11 +960,11 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
- GPU_texture_filter_mode(fx->dof_near_blur, false, false);
+ GPU_texture_filter_mode(fx->dof_near_blur, false, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
- GPU_texture_filter_mode(fx->dof_far_blur, false, false);
+ GPU_texture_filter_mode(fx->dof_far_blur, false, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);
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