Project Paint: enable old bleed UV calculation

Was disabled because other values weren't quite right.
This commit is contained in:
Campbell Barton
2015-05-13 18:26:56 +10:00
parent a050d6063c
commit 1a0fb7e9ae

View File

@@ -2841,10 +2841,11 @@ static void project_paint_face_init(
{
/* Only bother calculating the weights if we intersect */
if (ps->do_mask_normal || ps->dm_mtface_clone) {
#if 1
float uv_fac;
#if 0
/* get the UV on the line since we want to copy the pixels from there for bleeding */
float uv_close[2];
float uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
if (uv_fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
else if (uv_fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
@@ -2854,7 +2855,7 @@ static void project_paint_face_init(
else {
barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
}
#else /* this is buggy with quads, don't use for now */
#else
/* Cheat, we know where we are along the edge so work out the weights from that */
uv_fac = fac1 + (uv_fac * (fac2 - fac1));