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authorFalk David <falkdavid@gmx.de>2021-02-15 22:11:42 +0300
committerFalk David <falkdavid@gmx.de>2021-02-15 22:11:42 +0300
commit35145db056fccff0895a5366a72ad8b43b137e9b (patch)
treee62a27f0ddf7acfb38851f894d8cd5892fafde80 /source/blender/draw/engines
parent604e61d81d6326e665de6ec81dca2619e2cd5dbc (diff)
parent3e55d7d60542bd00fe0a200da66d99582cc387e0 (diff)
Merge branch 'blender-v2.92-release'
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/overlay/overlay_edit_uv.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c
index 97dcf934c11..257be97f131 100644
--- a/source/blender/draw/engines/overlay/overlay_edit_uv.c
+++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c
@@ -401,7 +401,8 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
/* HACK: When editing objects that share the same mesh we should only draw the
* first one in the order that is used during uv editing. We can only trust that the first object
* has the correct batches with the correct selection state. See T83187. */
- if (pd->edit_uv.do_uv_overlay || pd->edit_uv.do_uv_shadow_overlay) {
+ if ((pd->edit_uv.do_uv_overlay || pd->edit_uv.do_uv_shadow_overlay) &&
+ draw_ctx->obact->type == OB_MESH) {
uint objects_len = 0;
Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(
draw_ctx->view_layer, NULL, &objects_len, draw_ctx->object_mode);