Also for new 'to image window' rendering, drawing of float buffers while
[blender.git] / source / blender / src / renderwin.c
index a9fb0f352f2bbf124842c4954fb1b80fcd975fda..25ec97f6b146fe1574858a35dedd3d6e13321259 100644 (file)
@@ -750,35 +750,6 @@ static void renderwin_clear_display_cb(RenderResult *rr)
        }
 }
 
-#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
-static void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, int format, int type, float *rectf)
-{
-       float *rf;
-       int x, y;
-       char *rect32, *rc;
-       
-       /* copy imgw-imgh to a temporal 32 bits rect */
-       if(img_w<1 || img_h<1) return;
-       
-       /* happens during threaded render... */
-       rc= rect32= MEM_mallocT(img_w*img_h*sizeof(int), "temp 32 bits");
-       
-       for(y=0; y<img_h; y++) {
-               rf= rectf;
-               for(x=0; x<img_w; x++, rf+=4, rc+=4) {
-                       rc[0]= FTOCHAR(rf[0]);
-                       rc[1]= FTOCHAR(rf[1]);
-                       rc[2]= FTOCHAR(rf[2]);
-                       rc[3]= FTOCHAR(rf[3]);
-               }
-               rectf+= 4*row_w;
-       }
-       
-       glaDrawPixelsSafe(fx, fy, img_w, img_h, img_w, GL_RGBA, GL_UNSIGNED_BYTE, rect32);
-               
-       MEM_freeT(rect32);
-}
-
 /* XXX, this is not good, we do this without any regard to state
 * ... better is to make this an optimization of a more clear
 * implementation. the bug shows up when you do something like
@@ -862,7 +833,7 @@ static void renderwin_progress(RenderWin *rw, RenderResult *rr, volatile rcti *r
        if(rect32)
                glaDrawPixelsSafe(fullrect[0][0], fullrect[0][1], xmax, ymax, rr->rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect32);
        else
-               glaDrawPixelsSafe_to32(fullrect[0][0], fullrect[0][1], xmax, ymax, rr->rectx, GL_RGBA, GL_FLOAT, rectf);
+               glaDrawPixelsSafe_to32(fullrect[0][0], fullrect[0][1], xmax, ymax, rr->rectx, rectf);
        
        glPixelZoom(1.0, 1.0);