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author | Clément Foucault <foucault.clem@gmail.com> | 2019-02-11 16:37:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-02-11 16:38:14 +0300 |
commit | d07cde8de8ecf388c36115d137b8809ceb07f836 (patch) | |
tree | b1723ddf4592a5bd50e6a30803ebdc4c8dc5b107 /source/blender/draw | |
parent | 1a8cd3a8a7ef57a982995cc399f496206980049d (diff) |
Fix T61374 : vertex not visible/selectable if it is at objects origin
It was caused by Null normal if the vertex is at origin. Just add a small
bias to avoid this case.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index 378c5d2417a..982ef2ca801 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -77,7 +77,7 @@ void main() #if !defined(FACE) && !defined(EDGE_DECORATION) /* Facing based color blend */ vec4 vpos = ModelViewMatrix * vec4(pos, 1.0); - vec3 view_normal = normalize(NormalMatrix * vnor); + vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4); vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos.xyz) : vec3(0.0, 0.0, 1.0); |