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authorJeroen Bakker <j.bakker@atmind.nl>2019-06-04 12:28:21 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-06-05 15:29:27 +0300
commiteeda9369b6e63e38a82292f0b42eefc8247e4348 (patch)
treeca865cbeac97c0087543c39524e40627bb3d0401 /source/blender/draw/modes/paint_vertex_mode.c
parent957c8f1305149ce85472a4082405217475af4b62 (diff)
TexturePaint: Missing Texture Depth Test
Depth testing was off as it used the precomputed ModelView matrix. As draw engines currently use a different approach the depth was sometimes a bit off making the color disappear. This change will use a different vertex shader that will write the correct depth. I expected the same change to be needed in the bone selection overlay but was not able to reproduce it. Reviewed By: fclem Maniphest Tasks: T64615 Differential Revision: https://developer.blender.org/D5006
Diffstat (limited to 'source/blender/draw/modes/paint_vertex_mode.c')
-rw-r--r--source/blender/draw/modes/paint_vertex_mode.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/modes/paint_vertex_mode.c b/source/blender/draw/modes/paint_vertex_mode.c
index b4438b7e69e..862fb92287c 100644
--- a/source/blender/draw/modes/paint_vertex_mode.c
+++ b/source/blender/draw/modes/paint_vertex_mode.c
@@ -33,7 +33,7 @@
#include "DEG_depsgraph_query.h"
-extern char datatoc_paint_face_vert_glsl[];
+extern char datatoc_paint_face_selection_vert_glsl[];
extern char datatoc_paint_weight_vert_glsl[];
extern char datatoc_paint_weight_frag_glsl[];
extern char datatoc_paint_vertex_vert_glsl[];
@@ -137,7 +137,7 @@ static void PAINT_VERTEX_engine_init(void *vedata)
sh_data->face_select_overlay = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg_data->lib,
datatoc_common_view_lib_glsl,
- datatoc_paint_face_vert_glsl,
+ datatoc_paint_face_selection_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},