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authorClément Foucault <foucault.clem@gmail.com>2019-02-07 18:30:08 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-02-07 19:30:10 +0300
commita710af2b2571ce0564ee11cbcf5ebb35e6b09a3c (patch)
tree638bd6a10ebb819792cf08f09aa3c2c3620b4977 /source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
parent9b774dfa3b85b53774b9e0da2f1eba249d008a62 (diff)
Edit Mesh: Rework new implementation and use geometry shader to draw lines
This make it (theoriticaly) compatible with all supported hardware with consistent results. Also we now draw the lines with analytic anti-aliasing instead of relying on MSAA (which offers less benefits in our case). The remaining aliasing comes from edges cut in half by the mesh which is not rendered with MSAA. Hopefully this is not too much distracting and only happen if the face is almost parallel to the view.
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
index 682e77c347f..51b6e628deb 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
@@ -11,7 +11,7 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, floa
color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color;
if ((face_flag & FACE_ACTIVE) != 0) {
- color = colorEditMeshActive;
+ color = vec4(colorEditMeshActive.rgb, 1.0);
}
return color;
}