diff --git a/io_mesh_uv_layout/__init__.py b/io_mesh_uv_layout/__init__.py index 40d9b5016d0b4abae9f6b3bcbadc3dac7a30a7c0..d99d2defe7d1c181b4a80b921d3f549a720ce2d0 100644 --- a/io_mesh_uv_layout/__init__.py +++ b/io_mesh_uv_layout/__init__.py @@ -3,7 +3,7 @@ bl_info = { "name": "UV Layout", "author": "Campbell Barton, Matt Ebb", - "version": (1, 1, 3), + "version": (1, 1, 4), "blender": (3, 0, 0), "location": "Image-Window > UVs > Export UV Layout", "description": "Export the UV layout as a 2D graphic", diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py index b051c980c4b651ecfeaecfa8f5e1c5e7929a324f..7da068ac2690882aee8135385a5c3141cc4f32d7 100644 --- a/io_mesh_uv_layout/export_uv_png.py +++ b/io_mesh_uv_layout/export_uv_png.py @@ -2,6 +2,7 @@ import bpy import gpu +import bgl from mathutils import Vector, Matrix from mathutils.geometry import tessellate_polygon from gpu_extras.batch import batch_for_shader @@ -80,16 +81,14 @@ def draw_lines(face_data): 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}) - shader = gpu.shader.from_builtin('3D_POLYLINE_UNIFORM_COLOR') + shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') 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)) + batch = batch_for_shader(shader, 'LINES', {"pos": coords}) + + bgl.glEnable(bgl.GL_LINE_SMOOTH) batch.draw(shader) + bgl.glDisable(bgl.GL_LINE_SMOOTH) def save_pixels(filepath, pixel_data, width, height):