Commit 6565aa5d authored by Germano Cavalcante's avatar Germano Cavalcante Committed by Philipp Oeser
Browse files

Fix T101134 for 3.3: Export UV Layout is blurry

Use 'ALPHA' instead 'ALPHA_PREMULT'.

And take advantage of using 2D coordinates instead of 3D.
parent 4feb9204
......@@ -23,7 +23,7 @@ def export(filepath, face_data, colors, width, height, opacity):
offscreen.free()
def draw_image(face_data, opacity):
gpu.state.blend_set('ALPHA_PREMULT')
gpu.state.blend_set('ALPHA')
with gpu.matrix.push_pop():
gpu.matrix.load_matrix(get_normalize_uvs_matrix())
......@@ -70,16 +70,20 @@ def draw_lines(face_data):
for i in range(len(uvs)):
start = uvs[i]
end = uvs[(i+1) % len(uvs)]
coords.append((start[0], start[1], 0.0))
coords.append((end[0], end[1], 0.0))
coords.append((start[0], start[1]))
coords.append((end[0], end[1]))
# Use '2D_UNIFORM_COLOR' in the `batch_for_shader` so we don't need to
# convert the coordinates to 3D as in the case of
# '3D_POLYLINE_UNIFORM_COLOR'.
batch = batch_for_shader(gpu.shader.from_builtin('2D_UNIFORM_COLOR'), 'LINES', {"pos" : coords})
# Use '2D_UNIFORM_COLOR' if smooth lines are not required.
shader = gpu.shader.from_builtin('3D_POLYLINE_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'LINES', {"pos" : coords})
shader.bind()
shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
shader.uniform_float("lineWidth", 0.5)
shader.uniform_float("color", (0, 0, 0, 1))
shader.uniform_float("lineWidth", 1.0)
shader.uniform_float("color", (0.0, 0.0, 0.0, 1.0))
batch.draw(shader)
def save_pixels(filepath, pixel_data, width, height):
......
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment