Texture paint bug 2.81- Eyedropper always samples merged down in 3D view #69752

Closed
opened 2019-09-11 16:08:53 +02:00 by Vas · 9 comments

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: 4ce3fbd52a
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

texture paint problem.mp4

**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: `4ce3fbd52a` 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 [texture paint problem.mp4](https://archive.blender.org/developer/F7735277/texture_paint_problem.mp4)
Author

Added subscriber: @Alumx

Added subscriber: @Alumx
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Can confirm.

Can confirm.
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Member

CC @Jeroen-Bakker : 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...

CC @Jeroen-Bakker : 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...
Member

This is caused by af4dcc6073, checking further...

This is caused by af4dcc6073, checking further...
Philipp Oeser self-assigned this 2019-09-12 13:44:21 +02:00
Member

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...

`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...

This issue was referenced by 5b2cebf49b

This issue was referenced by 5b2cebf49bc6e17fd75ab43e33387fc1b257d710
Member

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#69752
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