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authorJeroen Bakker <j.bakker@atmind.nl>2018-04-22 13:58:11 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-04-22 13:58:11 +0300
commitb8e7991811dcf6fa698077f850fef17be83d2abb (patch)
treeaa5f9d808de25bdaa42d67b3b2a744ed7bfbc7b2 /source
parent1de7a0c0dc011a9286f14552858f10efc64d5f91 (diff)
Overlay: face orientation
- fixed the blending with solid drawtype
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/modes/overlay_mode.c10
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl2
2 files changed, 2 insertions, 10 deletions
diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
index 7538899debc..e4a137b06f3 100644
--- a/source/blender/draw/modes/overlay_mode.c
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -94,16 +94,8 @@ static void overlay_cache_init(void *vedata)
}
View3D *v3d = DCS->v3d;
- int bm_face_orientation = DRW_STATE_ADDITIVE;
if (v3d) {
stl->g_data->overlays = v3d->overlays;
-
- /*
- Solid flat/studio lighting gives strange results when blending with the defaults.
- */
- if (v3d->drawtype == OB_SOLID) {
- bm_face_orientation = DRW_STATE_BLEND;
- }
}
else {
stl->g_data->overlays = 0;
@@ -111,7 +103,7 @@ static void overlay_cache_init(void *vedata)
/* Face Orientation Pass */
if (stl->g_data->overlays & V3D_OVERLAY_FACE_ORIENTATION) {
- int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | bm_face_orientation;
+ int state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND;
psl->face_orientation_pass = DRW_pass_create("Face Orientation", state);
stl->g_data->face_orientation_shgrp = DRW_shgroup_create(e_data.face_orientation_sh, psl->face_orientation_pass);
}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
index 21ed07683f0..5b0ad7863d1 100644
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
@@ -6,5 +6,5 @@ out vec4 fragColor;
void main()
{
- fragColor = vec4(gl_FrontFacing ? color_towards: color_outwards, 1.0);
+ fragColor = vec4(gl_FrontFacing ? color_towards: color_outwards, 0.7);
}