Fix UV editor vertex/face drawing ignoring UI scale
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@ -228,7 +228,7 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
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GPUShader *sh = OVERLAY_shader_edit_uv_verts_get();
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pd->edit_uv_verts_grp = DRW_shgroup_create(sh, psl->edit_uv_verts_ps);
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const float point_size = UI_GetThemeValuef(TH_VERTEX_SIZE);
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const float point_size = UI_GetThemeValuef(TH_VERTEX_SIZE) * U.dpi_fac;
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DRW_shgroup_uniform_block(pd->edit_uv_verts_grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_float_copy(
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@ -248,7 +248,7 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata)
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/* uv face dots */
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if (pd->edit_uv.do_face_dots) {
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const float point_size = UI_GetThemeValuef(TH_FACEDOT_SIZE);
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const float point_size = UI_GetThemeValuef(TH_FACEDOT_SIZE) * U.dpi_fac;
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GPUShader *sh = OVERLAY_shader_edit_uv_face_dots_get();
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pd->edit_uv_face_dots_grp = DRW_shgroup_create(sh, psl->edit_uv_verts_ps);
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DRW_shgroup_uniform_block(pd->edit_uv_face_dots_grp, "globalsBlock", G_draw.block_ubo);
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