“auto” white balance sounds like we are doing some kind of analysis
to find the correct white balance, which we're not, so rename before
release to reduce the chance of confusion.
const Block *parent = find_root_input_block(L, blocks[input_idx]);
if (parent != nullptr) {
if (ret != nullptr) {
const Block *parent = find_root_input_block(L, blocks[input_idx]);
if (parent != nullptr) {
if (ret != nullptr) {
- luaL_error(L, "add_auto_white_balance() was connected to more than one input");
+ luaL_error(L, "add_white_balance() was connected to more than one input");
-int Scene::add_auto_white_balance(lua_State* L)
+int Scene::add_white_balance(lua_State* L)
{
assert(lua_gettop(L) >= 1);
Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
{
assert(lua_gettop(L) >= 1);
Scene *scene = (Scene *)luaL_checkudata(L, 1, "Scene");
block->inputs.push_back(find_block_from_arg(L, scene, 2)->idx);
block->white_balance_controller_block = find_block_from_arg(L, scene, 3);
} else {
block->inputs.push_back(find_block_from_arg(L, scene, 2)->idx);
block->white_balance_controller_block = find_block_from_arg(L, scene, 3);
} else {
- luaL_error(L, "add_auto_white_balance([input], [white_balance_controller]) takes zero, one or two arguments");
+ luaL_error(L, "add_white_balance([input], [white_balance_controller]) takes zero, one or two arguments");
}
if (block->white_balance_controller_block == nullptr || !block->white_balance_controller_block->is_input) {
}
if (block->white_balance_controller_block == nullptr || !block->white_balance_controller_block->is_input) {
- luaL_error(L, "add_auto_white_balance() does not get its white balance from an input");
+ luaL_error(L, "add_white_balance() does not get its white balance from an input");
}
scene->blocks.push_back(block);
}
scene->blocks.push_back(block);
static int add_input(lua_State *L);
static int add_effect(lua_State *L);
static int add_optional_effect(lua_State *L);
static int add_input(lua_State *L);
static int add_effect(lua_State *L);
static int add_optional_effect(lua_State *L);
- static int add_auto_white_balance(lua_State *L);
+ static int add_white_balance(lua_State *L);
static int finalize(lua_State *L);
};
static int finalize(lua_State *L);
};
{ "new", Scene_new },
{ "__gc", Scene_gc },
{ "add_input", Scene::add_input },
{ "new", Scene_new },
{ "__gc", Scene_gc },
{ "add_input", Scene::add_input },
- { "add_auto_white_balance", Scene::add_auto_white_balance },
+ { "add_white_balance", Scene::add_white_balance },
{ "add_effect", Scene::add_effect },
{ "add_optional_effect", Scene::add_optional_effect },
{ "finalize", Scene::finalize },
{ "add_effect", Scene::add_effect },
{ "add_optional_effect", Scene::add_optional_effect },
{ "finalize", Scene::finalize },
return {
input = scene:add_input(0), -- Live inputs only.
resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
return {
input = scene:add_input(0), -- Live inputs only.
resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new()}),
- wb_effect = scene:add_auto_white_balance(),
+ wb_effect = scene:add_white_balance(),
padding_effect = scene:add_effect(IntegralPaddingEffect.new())
}
end
padding_effect = scene:add_effect(IntegralPaddingEffect.new())
}
end
return {
input = scene:add_input(),
resample_effect = scene:add_optional_effect(ResampleEffect.new()), -- Activated if scaling.
return {
input = scene:add_input(),
resample_effect = scene:add_optional_effect(ResampleEffect.new()), -- Activated if scaling.
- wb_effect = scene:add_auto_white_balance() -- Activated for video inputs.
+ wb_effect = scene:add_white_balance() -- Activated for video inputs.
scene = scene,
input = scene:add_input(),
resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()}),
scene = scene,
input = scene:add_input(),
resample_effect = scene:add_effect({ResampleEffect.new(), ResizeEffect.new(), IdentityEffect.new()}),
- wb_effect = scene:add_auto_white_balance()
+ wb_effect = scene:add_white_balance()