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Explanation: hybrid=3 uses CalcBlendRatios2 to set which frames get blended and by how much (frame1, frame2, amount1, amount2). Frame1 & frame2 are calculated based on the values inside lutf which is created using the 3 for loops in CalcBlendRatios2. Since the blend is spilling over into the next frame I tried offsetting the cycleS[tart] and cycleE[nd] by 1 unit to the right by swapping the >= for a > and the < for a <=. According to the test pattern and real world content this works and correct frames are now blended (see doom9 post for test pattern & code example).
The text was updated successfully, but these errors were encountered:
In Visual Studio I searched the entire solution for calls to CalcBlendRatios2 and it looks like it's only called twice inside TDecimate.cpp and both times from within a if (hybrid==3){} block so if you wanted to save on redundant ternaries you could get rid of the ternary altogether. For a 30fps video that's probably 90 redundant ternaries per second which wouldn't have any meaningful impact on performance wise but just thought I'd mention it for OCD reasons mostly
Just bumping this pull request in case it wasn't notified.
Explanation: hybrid=3 uses CalcBlendRatios2 to set which frames get blended and by how much (frame1, frame2, amount1, amount2). Frame1 & frame2 are calculated based on the values inside lutf which is created using the 3 for loops in CalcBlendRatios2. Since the blend is spilling over into the next frame I tried offsetting the cycleS[tart] and cycleE[nd] by 1 unit to the right by swapping the >= for a > and the < for a <=. According to the test pattern and real world content this works and correct frames are now blended (see doom9 post for test pattern & code example).
The text was updated successfully, but these errors were encountered: