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Git Commits -> Revision de76a80

Revision de76a80 by Clément Foucault (master)
October 13, 2018, 21:48 (GMT)
Edit Mesh: Do not use barycentric coord in EDGE_FIX shader and ...

... display vertex even when occluded.

Add back the vertex display because occluded vertex are not visible when
the triangle is almost parallel to the view.

The problem with the barycentric coord is that they are hard to work with
and their derivatives not enough precise to compute the vertex positions.

So we need to pass the vertices scree positions down to the fragment shader.

Commit Details:

Full Hash: de76a809f99745819c477e004ccf50165438396b
Parent Commit: 4e168e0
Lines Changed: +49, -34

3 Modified Paths:

/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl (+44, -22) (Diff)
/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl (+0, -7) (Diff)
/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl (+5, -5) (Diff)
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