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Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c31
1 files changed, 14 insertions, 17 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 28c55813a3b..df8d3cfb8db 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -86,16 +86,12 @@ static int draw_uvs_face_check(const ToolSettings *ts)
if (ts->selectmode == SCE_SELECT_FACE) {
return 2;
}
- else if (ts->selectmode & SCE_SELECT_FACE) {
+ if (ts->selectmode & SCE_SELECT_FACE) {
return 1;
}
- else {
- return 0;
- }
- }
- else {
- return (ts->uv_selectmode == UV_SELECT_FACE);
+ return 0;
}
+ return (ts->uv_selectmode == UV_SELECT_FACE);
}
/* ------------------------- */
@@ -412,21 +408,16 @@ static void draw_uvs(SpaceImage *sima,
{
/* We could modify the vbo's data filling
* instead of modifying the provoking vert. */
- glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
+ GPU_provoking_vertex(GPU_VERTEX_FIRST);
UI_GetThemeColor3fv(TH_EDGE_SELECT, col2);
col2[3] = overlay_alpha;
- float dash_width = (sima->dt_uv & SI_UVDT_DASH) ? (4.0f * UI_DPI_FAC) : 9999.0f;
+ const float dash_width = (sima->dt_uv == SI_UVDT_DASH) ? (4.0f * UI_DPI_FAC) : 9999.0f;
eGPUBuiltinShader shader = (interpedges) ? GPU_SHADER_2D_UV_EDGES_SMOOTH :
GPU_SHADER_2D_UV_EDGES;
-
-#ifndef __APPLE__
- GPU_batch_program_set_builtin(batch->edges, shader);
-#endif
-
- if (sima->dt_uv == SI_UVDT_OUTLINE) {
#ifdef __APPLE__
+ if (sima->dt_uv == SI_UVDT_OUTLINE) {
/* Apple drivers do not support wide line. This is a workaround awaiting the 2D view
* refactor. Limiting to OSX since this will slow down the drawing. (see T76806) */
GPU_batch_program_set_builtin(batch->edges, GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
@@ -440,7 +431,13 @@ static void draw_uvs(SpaceImage *sima,
GPU_batch_uniform_2fv(batch->edges, "viewportSize", &viewport[2]);
GPU_batch_draw(batch->edges);
-#else
+ }
+#endif
+
+ GPU_batch_program_set_builtin(batch->edges, shader);
+
+ if (sima->dt_uv == SI_UVDT_OUTLINE) {
+#ifndef __APPLE__
/* Black Outline. */
GPU_line_width(3.0f);
GPU_batch_uniform_4f(batch->edges, "edgeColor", 0.0f, 0.0f, 0.0f, overlay_alpha);
@@ -467,7 +464,7 @@ static void draw_uvs(SpaceImage *sima,
GPU_batch_draw(batch->edges);
GPU_depth_test(false);
- glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
+ GPU_provoking_vertex(GPU_VERTEX_LAST);
}
if (sima->flag & SI_SMOOTH_UV) {