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authorClément Foucault <foucault.clem@gmail.com>2019-06-17 21:28:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-06-17 21:32:02 +0300
commit28b06b6a05f7e0efb307aa3f4d2d609c9162358c (patch)
treef6872d726eb310b094283fe7b2ff6a7e72109621 /source/blender/editors/space_image/space_image.c
parentbe52b25d3953696a775be9d2dae32cf713369e7c (diff)
Fix T57650 UVEdit: selection not visible if behind unselected UVs
Use depth buffer to order the uv edges correctly to always draw selected edges on top. We still use the double drawing workaround for points to keep the smooth antialiased display.
Diffstat (limited to 'source/blender/editors/space_image/space_image.c')
-rw-r--r--source/blender/editors/space_image/space_image.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/editors/space_image/space_image.c b/source/blender/editors/space_image/space_image.c
index 341a162c840..931142d2925 100644
--- a/source/blender/editors/space_image/space_image.c
+++ b/source/blender/editors/space_image/space_image.c
@@ -590,18 +590,17 @@ static void image_main_region_draw(const bContext *C, ARegion *ar)
* olg context since we now use it for drawing the entire area */
gpu_batch_presets_reset();
- /* TODO(fclem) port to draw manager and remove the depth buffer allocation. */
GPUViewport *viewport =
ar->draw_buffer->viewport[ar->draw_buffer->stereo ? sima->iuser.multiview_eye : 0];
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
- GPU_framebuffer_bind(fbl->color_only_fb);
+ GPU_framebuffer_bind(fbl->default_fb);
/* XXX not supported yet, disabling for now */
scene->r.scemode &= ~R_COMP_CROP;
/* clear and setup matrix */
UI_GetThemeColor3fv(TH_BACK, col);
- GPU_clear_color(col[0], col[1], col[2], 0.0);
+ GPU_clear_color(col[0], col[1], col[2], 0.0f);
GPU_clear(GPU_COLOR_BIT);
image_user_refresh_scene(C, sima);