Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2020-08-24 15:51:31 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-08-24 15:51:31 +0300
commit1cac6fe542d92c6df04c420f432bb64627095221 (patch)
tree84186522726a07d391f1f8e7ef7991eefc045d42 /source/blender/editors/uvedit
parentbe920fe786a092788b5baf7d19ce4e88982aab4b (diff)
Fix selected UV vertex drawing ignoring size
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c13
1 files changed, 11 insertions, 2 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 81eaafbac3b..044fca2310c 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -486,7 +486,12 @@ static void draw_uvs(SpaceImage *sima,
GPU_batch_uniform_4fv(batch->verts, "pinnedColor", pinned_col);
GPU_batch_uniform_1f(batch->verts, "pointSize", (point_size + 1.5f) * M_SQRT2);
GPU_batch_uniform_1f(batch->verts, "outlineWidth", 0.75f);
- GPU_batch_draw(batch->verts);
+
+ /* #GPU_batch_draw_advanced is needed as unbinding the shader and redrawing
+ * causes the vertices not to draw at the right size. */
+ GPU_shader_bind(batch->verts->shader);
+
+ GPU_batch_draw_advanced(batch->verts, 0, 0, 0, 0);
/* We have problem in this mode when face order make some verts
* appear unselected because an adjacent face is not selected and
@@ -495,7 +500,11 @@ static void draw_uvs(SpaceImage *sima,
* on top. A bit overkill but it's simple. */
GPU_batch_uniform_4fv(batch->verts, "vertColor", transparent);
GPU_batch_uniform_4fv(batch->verts, "selectColor", col2);
- GPU_batch_draw(batch->verts);
+
+ GPU_batch_draw_advanced(batch->verts, 0, 0, 0, 0);
+
+ GPU_shader_unbind();
+ /* Finish #GPU_batch_draw_advanced drawing. */
GPU_blend(GPU_BLEND_NONE);
GPU_program_point_size(false);