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Final shader applied on overlay #1984
Final shader applied on overlay #1984
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Sorry I canceled your run, working on a CI issue right now |
I restarted CI :) |
LGTM but its more a @Meakk style of code. |
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Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #1984 +/- ##
==========================================
+ Coverage 95.69% 95.75% +0.06%
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Files 126 128 +2
Lines 10219 10293 +74
==========================================
+ Hits 9779 9856 +77
+ Misses 440 437 -3 ☔ View full report in Codecov by Sentry. |
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LGTM appart the small codepath that is not reached by coverage
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LGTM but this will need @Meakk review as well
testing/baselines/TestHDRIRaytracingAmbientOnlyNoBackground.png
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Amazing work @samoncrief! |
Sure. Do you want it for a shader where alpha equals 1.0 like in the examples, or with the alpha values preserved? The example code treats the background as a solid object because of the alpha, so it may not give the intended results. |
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It's up to you :) |
- set background when rendering overlay to handle linear blending - incoming texture is not alpha premultiplied, so source does not divide by alpha before converting to linear space - background is added back in after converting back to sRGB
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@Meakk Here's the current version with linear blending applied. The code is all handled in
vtkF3DOverlayRenderPass
.Fix for #1500