Fix #30796: uv vertex coordinates panel in uv editor incorrectly taking into

account selected uvs from hidden faces.
This commit is contained in:
Brecht Van Lommel 2012-04-03 19:08:06 +00:00
parent c86b17ddb7
commit ff14479983

@ -62,16 +62,21 @@
/* UV Utilities */
static int uvedit_center(Scene *scene, BMEditMesh *em, Image *UNUSED(ima), float center[2])
static int uvedit_center(Scene *scene, BMEditMesh *em, Image *ima, float center[2])
{
BMFace *f;
BMLoop *l;
BMIter iter, liter;
MTexPoly *tf;
MLoopUV *luv;
int tot = 0.0;
zero_v2(center);
BM_ITER(f, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
tf = CustomData_bmesh_get(&em->bm->pdata, f->head.data, CD_MTEXPOLY);
if (!uvedit_face_visible(scene, ima, f, tf))
continue;
BM_ITER(l, &liter, em->bm, BM_LOOPS_OF_FACE, f) {
luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
if (uvedit_uv_selected(em, scene, l)) {