diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-04-22 13:58:11 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-04-22 13:58:11 +0300 |
commit | b8e7991811dcf6fa698077f850fef17be83d2abb (patch) | |
tree | aa5f9d808de25bdaa42d67b3b2a744ed7bfbc7b2 /source | |
parent | 1de7a0c0dc011a9286f14552858f10efc64d5f91 (diff) |
Overlay: face orientation
- fixed the blending with solid drawtype
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/modes/overlay_mode.c | 10 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl | 2 |
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); } |