Edit UVs: Fix missing wires with multiple windows
All that was needed is a VAO refresh. It's not a performance problem because it only concerns a handful of batches.
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@@ -56,6 +56,7 @@
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#include "bmesh.h"
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#include "GPU_batch.h"
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#include "GPU_batch_presets.h"
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#include "GPU_draw.h"
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#include "GPU_material.h"
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#include "GPU_texture.h"
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@@ -1843,6 +1844,13 @@ static void mesh_batch_cache_discard_uvedit(MeshBatchCache *cache)
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GPU_INDEXBUF_DISCARD_SAFE(cache->edituv_visible_faces);
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GPU_INDEXBUF_DISCARD_SAFE(cache->edituv_visible_edges);
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gpu_batch_presets_unregister(cache->edituv_faces_strech_area);
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gpu_batch_presets_unregister(cache->edituv_faces_strech_angle);
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gpu_batch_presets_unregister(cache->edituv_faces);
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gpu_batch_presets_unregister(cache->edituv_edges);
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gpu_batch_presets_unregister(cache->edituv_verts);
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gpu_batch_presets_unregister(cache->edituv_facedots);
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GPU_BATCH_DISCARD_SAFE(cache->edituv_faces_strech_area);
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GPU_BATCH_DISCARD_SAFE(cache->edituv_faces_strech_angle);
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GPU_BATCH_DISCARD_SAFE(cache->edituv_faces);
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@@ -1850,6 +1858,10 @@ static void mesh_batch_cache_discard_uvedit(MeshBatchCache *cache)
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GPU_BATCH_DISCARD_SAFE(cache->edituv_verts);
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GPU_BATCH_DISCARD_SAFE(cache->edituv_facedots);
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gpu_batch_presets_unregister(cache->texpaint_uv_loops);
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GPU_BATCH_DISCARD_SAFE(cache->texpaint_uv_loops);
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cache->edituv_state = 0;
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}
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@@ -1999,8 +2011,6 @@ static void mesh_batch_cache_clear(Mesh *me)
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GPU_VERTBUF_DISCARD_SAFE(cache->edges_face_overlay);
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DRW_TEXTURE_FREE_SAFE(cache->edges_face_overlay_tx);
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GPU_BATCH_DISCARD_SAFE(cache->texpaint_uv_loops);
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mesh_batch_cache_discard_shaded_tri(cache);
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mesh_batch_cache_discard_uvedit(cache);
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@@ -4552,7 +4562,7 @@ GPUBatch *DRW_mesh_batch_cache_get_texpaint_loop_wire(Mesh *me)
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cache->texpaint_uv_loops = GPU_batch_create_ex(GPU_PRIM_LINE_LOOP,
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vbo, GPU_indexbuf_build(&elb),
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GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
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gpu_batch_presets_register(cache->texpaint_uv_loops);
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mesh_render_data_free(rdata);
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}
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return cache->texpaint_uv_loops;
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@@ -4957,6 +4967,7 @@ static void mesh_batch_cache_create_uvedit_buffers(
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}
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if ((state & UVEDIT_FACEDOTS) && facedots_vbo) {
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cache->edituv_facedots = GPU_batch_create_ex(GPU_PRIM_POINTS, facedots_vbo, NULL, GPU_BATCH_OWNS_VBO);
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gpu_batch_presets_register(cache->edituv_facedots);
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}
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cache->edituv_state |= state;
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@@ -4987,6 +4998,7 @@ void DRW_mesh_cache_uvedit(
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cache->edituv_visible_faces);
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GPU_batch_vertbuf_add_ex(cache->edituv_faces_strech_area,
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cache->edituv_area, false);
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gpu_batch_presets_register(cache->edituv_faces_strech_area);
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}
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*faces = cache->edituv_faces_strech_area;
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}
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@@ -4997,6 +5009,7 @@ void DRW_mesh_cache_uvedit(
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cache->edituv_visible_faces);
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GPU_batch_vertbuf_add_ex(cache->edituv_faces_strech_angle,
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cache->edituv_angle, false);
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gpu_batch_presets_register(cache->edituv_faces_strech_angle);
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}
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*faces = cache->edituv_faces_strech_angle;
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}
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@@ -5007,6 +5020,7 @@ void DRW_mesh_cache_uvedit(
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cache->edituv_visible_faces);
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GPU_batch_vertbuf_add_ex(cache->edituv_faces,
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cache->edituv_data, false);
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gpu_batch_presets_register(cache->edituv_faces);
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}
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*faces = cache->edituv_faces;
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}
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@@ -5021,6 +5035,7 @@ void DRW_mesh_cache_uvedit(
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cache->edituv_visible_edges);
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GPU_batch_vertbuf_add_ex(cache->edituv_edges,
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cache->edituv_data, false);
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gpu_batch_presets_register(cache->edituv_edges);
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}
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*edges = cache->edituv_edges;
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}
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@@ -5032,6 +5047,7 @@ void DRW_mesh_cache_uvedit(
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NULL);
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GPU_batch_vertbuf_add_ex(cache->edituv_verts,
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cache->edituv_data, false);
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gpu_batch_presets_register(cache->edituv_verts);
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}
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*verts = cache->edituv_verts;
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}
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