Fix UV's not aligning with image.
This reverts a part of {rB33409f9f1cd42e899f2706fe7878e5e89b50d617}.
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@ -152,25 +152,17 @@ class SpaceImageAccessor : public AbstractSpaceAccessor {
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const float image_resolution[2],
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float r_uv_to_texture[4][4]) const override
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{
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float zoom_x = image_resolution[0] * sima->zoom;
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float zoom_y = image_resolution[1] * sima ->zoom;
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float image_offset_x = (region->winx - zoom_x) / 2 + sima->xof + image_display_offset[0];
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float image_offset_y = (region->winy - zoom_y) / 2 + sima->yof + image_display_offset[1];
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unit_m4(r_uv_to_texture);
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float scale_x = 1.0 / BLI_rctf_size_x(®ion->v2d.cur);
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float scale_y = 1.0 / BLI_rctf_size_y(®ion->v2d.cur);
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float translate_x = scale_x * -region->v2d.cur.xmin;
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float translate_y = scale_y * -region->v2d.cur.ymin;
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unit_m4(r_uv_to_texture);
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float scale_x = 1.0 / BLI_rctf_size_x(®ion->v2d.cur);
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float scale_y = 1.0 / BLI_rctf_size_y(®ion->v2d.cur);
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float offset_x = 1.0 / image_resolution[0] * image_offset_x;
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float offset_y = 1.0 / image_resolution[1] * image_offset_y;
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float translate_x = scale_x * (-region->v2d.cur.xmin + offset_x);
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float translate_y = scale_y * (-region->v2d.cur.ymin + offset_y);
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r_uv_to_texture[0][0] = scale_x;
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r_uv_to_texture[1][1] = scale_y;
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r_uv_to_texture[3][0] = translate_x;
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r_uv_to_texture[3][1] = translate_y;
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}
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r_uv_to_texture[0][0] = scale_x;
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r_uv_to_texture[1][1] = scale_y;
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r_uv_to_texture[3][0] = translate_x;
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r_uv_to_texture[3][1] = translate_y;
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}
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};
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} // namespace blender::draw::image_engine
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