Fix T101134: Regression: Export UV Layout is blurry
This partially reverts commits rBAfdebdd681f0b, rBA563ea27eb1a8 and rBAb56a6acb9f4f. And fixes T101134. We still need to find an appropriate way to replace `glEnable(GL_LINE_SMOOTH)`.
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blender-bot
2023-02-14 18:14:59 +01:00
Referenced by issue blender/blender#100749: Blender LTS: Maintenance Task 3.3 Referenced by issue blender/blender#100749, Blender LTS: Maintenance Task 3.3 Referenced by issue #101134, Regression: Export UV Layout is blurry
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@ -3,7 +3,7 @@
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bl_info = {
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"name": "UV Layout",
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"author": "Campbell Barton, Matt Ebb",
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"version": (1, 1, 3),
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"version": (1, 1, 4),
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"blender": (3, 0, 0),
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"location": "Image-Window > UVs > Export UV Layout",
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"description": "Export the UV layout as a 2D graphic",
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@ -2,6 +2,7 @@
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import bpy
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import gpu
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import bgl
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from mathutils import Vector, Matrix
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from mathutils.geometry import tessellate_polygon
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from gpu_extras.batch import batch_for_shader
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@ -80,16 +81,14 @@ def draw_lines(face_data):
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coords.append((start[0], start[1]))
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coords.append((end[0], end[1]))
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# Use '2D_UNIFORM_COLOR' in the `batch_for_shader` so we don't need to
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# convert the coordinates to 3D as in the case of
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# '3D_POLYLINE_UNIFORM_COLOR'.
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batch = batch_for_shader(gpu.shader.from_builtin('2D_UNIFORM_COLOR'), 'LINES', {"pos": coords})
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shader = gpu.shader.from_builtin('3D_POLYLINE_UNIFORM_COLOR')
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shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
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shader.bind()
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shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
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shader.uniform_float("lineWidth", 0.5)
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shader.uniform_float("color", (0, 0, 0, 1))
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batch = batch_for_shader(shader, 'LINES', {"pos": coords})
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bgl.glEnable(bgl.GL_LINE_SMOOTH)
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batch.draw(shader)
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bgl.glDisable(bgl.GL_LINE_SMOOTH)
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def save_pixels(filepath, pixel_data, width, height):
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