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authorGermano Cavalcante <germano.costa@ig.com.br>2022-07-28 22:12:06 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-07-28 22:12:06 +0300
commitfdebdd681f0bee5fb1914eaa8b1c2c022b73a2f1 (patch)
tree01d820e16ed306f891e3f0ebead0800fd9af564a
parentec558f2a91577304a84fa378eba23ed206450bff (diff)
UV Layout: don't convert line coordinates to 3d
Although shader uses 3D attribute, it fills missing components with vec4(0,0,0,1). This was changed in rBA563ea27eb1a8
-rw-r--r--io_mesh_uv_layout/__init__.py10
-rw-r--r--io_mesh_uv_layout/export_uv_png.py10
2 files changed, 11 insertions, 9 deletions
diff --git a/io_mesh_uv_layout/__init__.py b/io_mesh_uv_layout/__init__.py
index ceb5ddbc..40d9b501 100644
--- a/io_mesh_uv_layout/__init__.py
+++ b/io_mesh_uv_layout/__init__.py
@@ -3,7 +3,7 @@
bl_info = {
"name": "UV Layout",
"author": "Campbell Barton, Matt Ebb",
- "version": (1, 1, 2),
+ "version": (1, 1, 3),
"blender": (3, 0, 0),
"location": "Image-Window > UVs > Export UV Layout",
"description": "Export the UV layout as a 2D graphic",
@@ -128,10 +128,10 @@ class ExportUVLayout(bpy.types.Operator):
polygon_data = list(self.iter_polygon_data_to_draw(context, meshes))
different_colors = set(color for _, color in polygon_data)
if self.modified:
- depsgraph = context.evaluated_depsgraph_get()
- for obj in self.iter_objects_to_export(context):
- obj_eval = obj.evaluated_get(depsgraph)
- obj_eval.to_mesh_clear()
+ depsgraph = context.evaluated_depsgraph_get()
+ for obj in self.iter_objects_to_export(context):
+ obj_eval = obj.evaluated_get(depsgraph)
+ obj_eval.to_mesh_clear()
export = self.get_exporter()
export(filepath, polygon_data, different_colors, self.size[0], self.size[1], self.opacity)
diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py
index 78f9f6a2..b7110c73 100644
--- a/io_mesh_uv_layout/export_uv_png.py
+++ b/io_mesh_uv_layout/export_uv_png.py
@@ -70,12 +70,14 @@ def draw_lines(face_data):
for i in range(len(uvs)):
start = uvs[i]
end = uvs[(i+1) % len(uvs)]
- coords.append((start[0], start[1], 0.0))
- coords.append((end[0], end[1], 0.0))
+ coords.append((start[0], start[1]))
+ coords.append((end[0], end[1]))
- # Use '2D_UNIFORM_COLOR' if smooth lines are not required.
+ # Use '2D_UNIFORM_COLOR' in the `batch_for_shader` so we don't need to
+ # convert the coordinates to 3D as in the case of
+ # '3D_POLYLINE_UNIFORM_COLOR'.
+ batch = batch_for_shader(gpu.shader.from_builtin('2D_UNIFORM_COLOR'), 'LINES', {"pos" : coords})
shader = gpu.shader.from_builtin('3D_POLYLINE_UNIFORM_COLOR')
- batch = batch_for_shader(shader, 'LINES', {"pos" : coords})
shader.bind()
shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
shader.uniform_float("lineWidth", 0.5)