Fix T98773: GPU Subdivision breaks auto selection in UV edit mode

When GPU subdivision is used, and the modifier is not set to be applied
on the cage, UV selection is not synced with the face selection in the
viewport.

This happens because the extraction, despite being in edit mode, is set
to `MESH` instead of `BMESH` (or `MAPPED` in some cases) like for CPU
subdivision, and since the mesh is not always synchrnised with the BMesh
the edit mode flags are not always updated.

With GPU subdivision, when creating the `MeshRenderData`, the condition
`has_mdata && do_final && editmesh_eval_final != editmesh_eval_cage` is
true which forces the `MESH` extraction. Following comment in D14485,
this replace the `has_mdata` in the condition with `use_mapped` which
solves the issue.

Differential Revision: https://developer.blender.org/D15248
This commit is contained in:
Kévin Dietrich 2022-06-21 07:54:40 +02:00 committed by Thomas Dinges
parent c5c384d6ea
commit e2c02655c7
Notes: blender-bot 2023-02-14 06:00:45 +01:00
Referenced by commit fb42c5838c, Revert "Fix T98773: GPU Subdivision breaks auto selection in UV edit mode"
Referenced by issue #99805, Regression: Crash on entering in edit mode while rendering
Referenced by issue #99323, Regression: Geometry nodes result does not show in mesh edit mode
Referenced by issue #98773,   GPU Subdivision breaks auto selection in UV edit mode
1 changed files with 2 additions and 2 deletions

View File

@ -502,8 +502,8 @@ MeshRenderData *mesh_render_data_create(Object *object,
/* Seems like the mesh_eval_final do not have the right origin indices.
* Force not mapped in this case. */
if (has_mdata && do_final && editmesh_eval_final != editmesh_eval_cage) {
// mr->edit_bmesh = NULL;
if (use_mapped && do_final && editmesh_eval_final != editmesh_eval_cage) {
// mr->edit_bmesh = nullptr;
mr->extract_type = MR_EXTRACT_MESH;
}
}