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authorPhilipp Oeser <info@graphics-engineer.com>2022-08-30 14:35:03 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2022-08-30 21:16:30 +0300
commitf20d0de3b7b4678257669d558a3ebb40115939c7 (patch)
tree2320f0f306223f18489daead5558572d1457f4d5 /source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
parent3306b4a86bb8dcb0a1640fc73c355e5fff9073a7 (diff)
Fix T93084: Area stretch overlay full red on large scale mesh
Issue arises when face areas are really large combined with small UV areas (report has a mesh ~1.5 km), then precission of shorts is insufficient. Now use floats instead. This also removes this negative signed version of the total area ratio (since with floats it is no longer used). Thx @brecht for a lot of hand-holding! NOTE: this is an alternative to D15805 (and quick tests show this does not introduce the tiny performance hit as D15805 did). Maniphest Tasks: T93084 Differential Revision: https://developer.blender.org/D15810
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
index 58f96110887..9396a6d3f2f 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
@@ -293,7 +293,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_area)
.do_static_compilation(true)
.vertex_in(1, Type::FLOAT, "ratio")
.push_constant(Type::FLOAT, "totalAreaRatio")
- .push_constant(Type::FLOAT, "totalAreaRatioInv")
.additional_info("overlay_edit_uv_stretching");
GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_angle)