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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/gpu/GPU_framebuffer.h
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/gpu/GPU_framebuffer.h')
-rw-r--r--source/blender/gpu/GPU_framebuffer.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 3cc972fabfb..b919a3dd8f3 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -209,6 +209,7 @@ void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
struct GPUTexture **r_depth);
void GPU_clear_color(float red, float green, float blue, float alpha);
+void GPU_clear_depth(float depth);
void GPU_clear(eGPUFrameBufferBits flags);
#ifdef __cplusplus