BLF: Fix problem with bound texture.

Previous code was assuming that the glyph texture would remain bound to
GL_TEXTURE0 until the cache would be drawn. This is not always the case,
so better save the texture and rebind it before drawing.
This commit is contained in:
Clément Foucault 2018-04-08 01:14:43 +02:00
parent 3725d82cee
commit 0b5ebb3265
3 changed files with 5 additions and 2 deletions

View File

@ -189,9 +189,9 @@ void blf_batch_draw(void)
/* We need to flush widget base first to ensure correct ordering. */
UI_widgetbase_draw_cache_flush();
BLI_assert(g_batch.font->tex_bind_state != 0); /* must still be valid */
BLI_assert(g_batch.tex_bind_state != 0); /* must still be valid */
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_batch.font->tex_bind_state);
glBindTexture(GL_TEXTURE_2D, g_batch.tex_bind_state);
GWN_vertbuf_vertex_count_set(g_batch.verts, g_batch.glyph_len);
GWN_vertbuf_use(g_batch.verts); /* send data */

View File

@ -520,6 +520,8 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state = g->tex));
}
g_batch.tex_bind_state = g->tex;
if (font->flags & BLF_SHADOW) {
rctf rect_ofs;
blf_glyph_calc_rect(&rect_ofs, g,

View File

@ -45,6 +45,7 @@ typedef struct BatchBLF{
float ofs[2]; /* copy of font->pos */
float mat[4][4]; /* previous call modelmatrix. */
bool enabled, active, simple_shader;
unsigned int tex_bind_state;
} BatchBLF;
extern BatchBLF g_batch;