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Texture paint bug 2.81- Eyedropper always samples merged down in 3D view
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System Information
Operating system: Windows-10-10.0.14393 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.46

Blender Version
Broken: version: 2.81 (sub 10), branch: master, commit date: 2019-09-10 22:12, hash: rB4ce3fbd52ae8
Worked: 2.80

Short description of error
Apparently in alpha versions of 2.81, color picking a color while texture painting will always sample the merged color in 3D view, even if "sample merged" is turned off

Event Timeline

Philipp Oeser (lichtwerk) raised the priority of this task from Confirmed, Medium to Confirmed, High.

CC @Jeroen Bakker (jbakker) : not sure if recent changes to viewport drawing would require a change in workflow here (would require to always use flat lighting?)?
Otherwise I would consider this a High priority thing... feel free to change back...

This is caused by rBaf4dcc6073fa, checking further...

paint_sample_color > imapaint_pick_face uses the the selection buffer (DRW_select_buffer_sample_point)

Think there is a missing case in drawing the selection buffer regarding the select_mode, we are also asserting here
BLI_assert failed: /blender/source/blender/draw/engines/select/select_engine.c:174, select_cache_init(), at 'e_data.context.select_mode != 0'

Prior to above commit, when you didnt have Face Selection Masking turned ON it would still draw with stl->g_data->shgrp_face_flat, now with sh_data->select_id_uniform
there is already an exception in select_cache_init that turns on SCE_SELECT_FACE for weightpaint, we just need this for texture paint as well...

Fix incoming...