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authorClément Foucault <foucault.clem@gmail.com>2020-08-24 15:14:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-24 15:14:17 +0300
commitbe920fe786a092788b5baf7d19ce4e88982aab4b (patch)
tree25f5ebb93ae1ca2ccf7285be2a136c42484e3de6 /source/blender/editors/uvedit
parent7ce764c9ecf89f3656ea67667dc6645d5e446340 (diff)
UVEdit: Fix assert caused by depth mask not being set before clear
This happened when using the shading panel when a uv editor opened.
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 53f3694bf98..81eaafbac3b 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -552,6 +552,7 @@ void ED_uvedit_draw_main(SpaceImage *sima,
Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
view_layer, ((View3D *)NULL), &objects_len);
if (objects_len > 0) {
+ GPU_depth_mask(true);
GPU_clear_depth(1.0f);
}