forked from bartvdbraak/blender
Fix #30796: uv vertex coordinates panel in uv editor incorrectly taking into
account selected uvs from hidden faces.
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c86b17ddb7
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@ -62,16 +62,21 @@
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/* UV Utilities */
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static int uvedit_center(Scene *scene, BMEditMesh *em, Image *UNUSED(ima), float center[2])
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static int uvedit_center(Scene *scene, BMEditMesh *em, Image *ima, float center[2])
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{
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BMFace *f;
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BMLoop *l;
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BMIter iter, liter;
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MTexPoly *tf;
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MLoopUV *luv;
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int tot = 0.0;
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zero_v2(center);
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BM_ITER(f, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
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tf = CustomData_bmesh_get(&em->bm->pdata, f->head.data, CD_MTEXPOLY);
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if (!uvedit_face_visible(scene, ima, f, tf))
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continue;
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BM_ITER(l, &liter, em->bm, BM_LOOPS_OF_FACE, f) {
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luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
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if (uvedit_uv_selected(em, scene, l)) {
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