From: SourceForge.net <no...@so...> - 2007-04-23 08:48:48
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Bugs item #1672033, was opened at 2007-03-01 22:47 Message generated for change (Comment added) made by dooglus You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=757416&aid=1672033&group_id=144022 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Render Artifact Group: SVN version >Status: Open >Resolution: Accepted Priority: 5 Private: No Submitted By: dooglus (dooglus) Assigned to: Nobody/Anonymous (nobody) Summary: artifacts on gradients Initial Comment: http://dooglus.rincevent.net/synfig/gradient.html shows a simple SIF file containing an outline with a region on it which shows strange artifacts when rendered. ---------------------------------------------------------------------- >Comment By: dooglus (dooglus) Date: 2007-04-23 10:48 Message: Logged In: YES user_id=1546005 Originator: YES I just noticed that my 'fix' doesn't fix all cases. In particular it seems that split tangents cause problems: http://dooglus.rincevent.net/synfig/gradient10.html ---------------------------------------------------------------------- Comment By: dooglus (dooglus) Date: 2007-04-18 11:17 Message: Logged In: YES user_id=1546005 Originator: YES Fixed in revision 472. Since the fix makes curve gradient layers quite a lot slower, it's disabled by default, and enabled by unchecking the new 'Fast' parameter checkbox. I ended up using the Graphics Gems routine referenced in a previous comment in this report. ---------------------------------------------------------------------- Comment By: dooglus (dooglus) Date: 2007-04-16 01:49 Message: Logged In: YES user_id=1546005 Originator: YES The artifacts are due to errors in finding which point on a bline is closest to a given point. curvegradient.cpp (determines which segment of a bline is closest) and ETL/_bezier.h (determines which point on a segment is closest) both need improving in this respect. There's example C code to do this 'properly' in the Graphics Gems book http://www1.acm.org/pubs/tog/GraphicsGems/ http://www.acm.org/pubs/tog/GraphicsGems/GGems.tar.gz See file NearestPoint.c The above webpage says "All code here can be used without restrictions". ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=757416&aid=1672033&group_id=144022 |