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Commit e6dcc0b1 authored by Germano Cavalcante's avatar Germano Cavalcante
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Fix T101134: Regression: Export UV Layout is blurry

This partially reverts commits rBAfdebdd681f0b, rBA563ea27eb1a8 and rBAb56a6acb9f4f.

And fixes T101134.

We still need to find an appropriate way to replace `glEnable(GL_LINE_SMOOTH)`.
parent 3e6a85ee
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...@@ -3,7 +3,7 @@ ...@@ -3,7 +3,7 @@
bl_info = { bl_info = {
"name": "UV Layout", "name": "UV Layout",
"author": "Campbell Barton, Matt Ebb", "author": "Campbell Barton, Matt Ebb",
"version": (1, 1, 3), "version": (1, 1, 4),
"blender": (3, 0, 0), "blender": (3, 0, 0),
"location": "Image-Window > UVs > Export UV Layout", "location": "Image-Window > UVs > Export UV Layout",
"description": "Export the UV layout as a 2D graphic", "description": "Export the UV layout as a 2D graphic",
......
...@@ -2,6 +2,7 @@ ...@@ -2,6 +2,7 @@
import bpy import bpy
import gpu import gpu
import bgl
from mathutils import Vector, Matrix from mathutils import Vector, Matrix
from mathutils.geometry import tessellate_polygon from mathutils.geometry import tessellate_polygon
from gpu_extras.batch import batch_for_shader from gpu_extras.batch import batch_for_shader
...@@ -80,16 +81,14 @@ def draw_lines(face_data): ...@@ -80,16 +81,14 @@ def draw_lines(face_data):
coords.append((start[0], start[1])) coords.append((start[0], start[1]))
coords.append((end[0], end[1])) coords.append((end[0], end[1]))
# Use '2D_UNIFORM_COLOR' in the `batch_for_shader` so we don't need to shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
# 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})
shader = gpu.shader.from_builtin('3D_POLYLINE_UNIFORM_COLOR')
shader.bind() 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("color", (0, 0, 0, 1))
batch = batch_for_shader(shader, 'LINES', {"pos": coords})
bgl.glEnable(bgl.GL_LINE_SMOOTH)
batch.draw(shader) batch.draw(shader)
bgl.glDisable(bgl.GL_LINE_SMOOTH)
def save_pixels(filepath, pixel_data, width, height): def save_pixels(filepath, pixel_data, width, height):
......
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