diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py index 78f9f6a29ae08a36a47ed7eda11b6d6bcf80601f..26f4c7850cc8d4c5c69e5d8dcbae4d22c768de9e 100644 --- a/io_mesh_uv_layout/export_uv_png.py +++ b/io_mesh_uv_layout/export_uv_png.py @@ -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):