NormalOverlay: Center Dot Normal Drawing With Modifiers
When using generative modifiers too many center dots were rendered in the normal overlay. This patch only renders the normals of original center dots. Known issue: decoding the `norAndFlag` has issues on Intel GPU.
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Notes:
blender-bot
2023-02-14 02:30:11 +01:00
Referenced by issue #77090, Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)
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@ -40,7 +40,7 @@ void main()
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}
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else {
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nor = norAndFlag.xyz;
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if (all(equal(nor, vec3(0.0)))) {
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if (all(equal(nor, vec3(0)))) {
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finalColor = vec4(0.0);
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return;
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}
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@ -3914,7 +3914,8 @@ static void extract_fdots_nor_finish(const MeshRenderData *mr, void *buf, void *
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for (int f = 0; f < mr->poly_len; f++) {
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efa = BM_face_at_index(mr->bm, f);
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const bool is_face_hidden = BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
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if (is_face_hidden) {
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if (is_face_hidden ||
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(mr->extract_type == MR_EXTRACT_MAPPED && mr->p_origindex[f] == ORIGINDEX_NONE)) {
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nor[f] = GPU_normal_convert_i10_v3(invalid_normal);
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nor[f].w = NOR_AND_FLAG_HIDDEN;
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}
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@ -3930,7 +3931,9 @@ static void extract_fdots_nor_finish(const MeshRenderData *mr, void *buf, void *
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else {
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for (int f = 0; f < mr->poly_len; f++) {
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efa = bm_original_face_get(mr, f);
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if (!efa || BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
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const bool is_face_hidden = efa && BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
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if (is_face_hidden ||
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(mr->extract_type == MR_EXTRACT_MAPPED && mr->p_origindex[f] == ORIGINDEX_NONE)) {
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nor[f] = GPU_normal_convert_i10_v3(invalid_normal);
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nor[f].w = NOR_AND_FLAG_HIDDEN;
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}
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