Small fix: increased precision print of color sampling float images with 1 digit.
Now it prints 5, which shows better whether a buffer is float, or half float.
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@@ -146,7 +146,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_def
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if (channels >= 3) {
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glColor3ubv(red);
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if (fp)
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BLI_snprintf(str, sizeof(str), " R:%-.4f", fp[0]);
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BLI_snprintf(str, sizeof(str), " R:%-.5f", fp[0]);
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else if (cp)
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BLI_snprintf(str, sizeof(str), " R:%-3d", cp[0]);
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else
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@@ -157,7 +157,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_def
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glColor3ubv(green);
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if (fp)
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BLI_snprintf(str, sizeof(str), " G:%-.4f", fp[1]);
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BLI_snprintf(str, sizeof(str), " G:%-.5f", fp[1]);
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else if (cp)
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BLI_snprintf(str, sizeof(str), " G:%-3d", cp[1]);
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else
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@@ -168,7 +168,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_def
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glColor3ubv(blue);
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if (fp)
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BLI_snprintf(str, sizeof(str), " B:%-.4f", fp[2]);
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BLI_snprintf(str, sizeof(str), " B:%-.5f", fp[2]);
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else if (cp)
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BLI_snprintf(str, sizeof(str), " B:%-3d", cp[2]);
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else
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