diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-06-04 12:28:21 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-06-05 15:29:27 +0300 |
commit | eeda9369b6e63e38a82292f0b42eefc8247e4348 (patch) | |
tree | ca865cbeac97c0087543c39524e40627bb3d0401 /source/blender/draw/modes/paint_vertex_mode.c | |
parent | 957c8f1305149ce85472a4082405217475af4b62 (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.c | 4 |
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}, |