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authorJeroen Bakker <jeroen@blender.org>2021-01-27 16:17:53 +0300
committerJeroen Bakker <jeroen@blender.org>2021-01-27 18:07:17 +0300
commitf83aa830cd00ad9b8656e2806620d80cb56b3172 (patch)
tree5d4d617cb454ff9560d79b6fbae1c4a8c50aafbc /source/blender/draw/engines/overlay/overlay_engine.c
parent4fbeb3e6be3ed03e55ebd8a9d41c80c2a4f08815 (diff)
Fix T83187: Unselected UVs shows selected on linked meshes.
When uv editing objects that share the same mesh only the selection state can get confused. The cause is that the UV editor uses a particular order of objects and store its state in the first object of a mesh it hasn't handled. During drawing this state is updated into the GPU buffers. In the case of linked meshes it can happen that the GPU buffers are updated based on the object that does not have the correct selection state making th selection VBOs incorrect. This patch adds a work around that uses the order that the UV editor is also using so the GPU buffers are built with the right data.
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_engine.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index f87f781b6ce..3e56ed7de5d 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -298,9 +298,6 @@ static void OVERLAY_cache_populate(void *vedata, Object *ob)
OVERLAY_PrivateData *pd = data->stl->pd;
if (pd->space_type == SPACE_IMAGE) {
- if (ob->type == OB_MESH) {
- OVERLAY_edit_uv_cache_populate(vedata, ob);
- }
return;
}