Edit Mesh: Fix missing loose edges if vertex is at local origin
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@ -147,7 +147,7 @@ static int EDIT_MESH_sh_index(ToolSettings *tsettings, RegionView3D *rv3d, bool
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return result;
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}
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static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, bool anti_alias)
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static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, bool anti_alias, bool looseedge)
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{
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const int selectmode = tsettings->selectmode;
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const int fast_mode = rv3d->rflag & RV3D_NAVIGATING;
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@ -174,7 +174,10 @@ static char *EDIT_MESH_sh_defines(ToolSettings *tsettings, RegionView3D *rv3d, b
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if (anti_alias) {
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BLI_dynstr_append(ds, "#define ANTI_ALIASING\n");
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}
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BLI_dynstr_append(ds, "#define VERTEX_FACING\n");
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if (!looseedge) {
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BLI_dynstr_append(ds, "#define VERTEX_FACING\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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@ -198,7 +201,7 @@ static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D
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const int index = EDIT_MESH_sh_index(tsettings, rv3d, fast_mode);
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if (looseedge) {
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if (!e_data.overlay_loose_edge_sh_cache[index]) {
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true);
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, true);
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_loose_edge_sh_cache[index] = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_vert_glsl,
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@ -213,7 +216,7 @@ static GPUShader *EDIT_MESH_ensure_shader(ToolSettings *tsettings, RegionView3D
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}
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else {
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if (!e_data.overlay_tri_sh_cache[index]) {
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true);
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char *defines = EDIT_MESH_sh_defines(tsettings, rv3d, true, false);
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char *lib = EDIT_MESH_sh_lib();
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e_data.overlay_tri_sh_cache[index] = DRW_shader_create_with_lib(
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datatoc_edit_mesh_overlay_vert_glsl,
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