UI: Fix protential stray GPU state preventing correct drawing

Fix potential issue with nodetree introduced in rB47c6f41b8926.
This commit is contained in:
Clément Foucault 2020-08-18 21:29:47 +02:00
parent 47c6f41b89
commit d5b5b228e4
Notes: blender-bot 2023-02-14 01:07:44 +01:00
Referenced by commit 40edb84dcf, Revert "Fix T77564: VSE (and compositor background) lost stereoscopy preview"
2 changed files with 2 additions and 0 deletions

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@ -1784,6 +1784,7 @@ void drawnodespace(const bContext *C, ARegion *region)
UI_ThemeClearColor(TH_BACK);
GPU_clear(GPU_COLOR_BIT);
GPU_depth_test(false);
/* XXX snode->cursor set in coordspace for placing new nodes, used for drawing noodles too */
UI_view2d_region_to_view(&region->v2d,

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@ -1783,6 +1783,7 @@ void sequencer_draw_preview(const bContext *C,
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
GPU_batch_presets_reset();
GPU_depth_test(false);
if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_NONE) {
sequencer_preview_clear();