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authorPhilipp Oeser <info@graphics-engineer.com>2020-05-19 16:33:21 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2020-05-19 16:35:28 +0300
commit46c35dc2834db57ff6c64e251ec99a164ce19e51 (patch)
treec30827b34b0aace2f46c6e55b9da801d9588b749 /source/blender/editors/uvedit/uvedit_draw.c
parenta95afed6def1abd14676afae911501f482bd68d9 (diff)
Fix UV shadow drawing not respecting 'UV Opacity' setting
reapply changes from 30cbbccc6002 / D7764 that were only meant for master. Sorry for the noise!
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index dcc9082d3dd..f8cef95c776 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -223,6 +223,7 @@ static void draw_uvs_shadow(SpaceImage *sima,
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, obedit);
Mesh *me = ob_eval->data;
+ const float overlay_alpha = sima->uv_opacity;
float col[4];
UI_GetThemeColor4fv(TH_UV_SHADOW, col);
@@ -235,7 +236,11 @@ static void draw_uvs_shadow(SpaceImage *sima,
GPU_line_smooth(true);
GPU_blend(true);
}
+ else if (overlay_alpha < 1.0f) {
+ GPU_blend(true);
+ }
+ col[3] = overlay_alpha;
GPU_batch_program_set_builtin(edges, GPU_SHADER_2D_UV_UNIFORM_COLOR);
GPU_batch_uniform_4fv(edges, "color", col);
GPU_batch_draw(edges);
@@ -244,6 +249,9 @@ static void draw_uvs_shadow(SpaceImage *sima,
GPU_line_smooth(false);
GPU_blend(false);
}
+ else if (overlay_alpha < 1.0f) {
+ GPU_blend(false);
+ }
}
}