Revision: 39574
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39574
Author:   psy-fi
Date:     2011-08-20 21:17:58 +0000 (Sat, 20 Aug 2011)
Log Message:
-----------
weight export in uv space
==========================
-fix: the tool exported in {0.0, 1.0} range while viewport in openGL is {-1.0, 
1.0}. Result: only one quarter of the image was used by the exporter

Did I tell you that screencasts do expose bugs?

Modified Paths:
--------------
    branches/soc-2011-onion/source/blender/editors/sculpt_paint/paint_image.c

Modified: 
branches/soc-2011-onion/source/blender/editors/sculpt_paint/paint_image.c
===================================================================
--- branches/soc-2011-onion/source/blender/editors/sculpt_paint/paint_image.c   
2011-08-20 20:19:58 UTC (rev 39573)
+++ branches/soc-2011-onion/source/blender/editors/sculpt_paint/paint_image.c   
2011-08-20 21:17:58 UTC (rev 39574)
@@ -5790,15 +5790,15 @@
                                glBegin(GL_TRIANGLES);
                        }
                        glColor4f(col1,col1,col1, col1);
-                       glVertex2fv(tface->uv[0]);
+                       glVertex2f(2.0*tface->uv[0][0] - 1.0, 
2.0*tface->uv[0][1] - 1.0);
                        glColor4f(col2,col2,col2,col2);
-                       glVertex2fv(tface->uv[1]);
+                       glVertex2f(2.0*tface->uv[1][0] - 1.0, 
2.0*tface->uv[1][1] - 1.0);
                        glColor4f(col3,col3,col3,col3);
-                       glVertex2fv(tface->uv[2]);
+                       glVertex2f(2.0*tface->uv[2][0] - 1.0, 
2.0*tface->uv[2][1] - 1.0);
                        if(mface->v4){
                                float col4 = defvert_find_weight(dw+mface->v4, 
defnum);
                                glColor4f(col4,col4,col4,col4);
-                               glVertex2fv(tface->uv[3]);
+                               glVertex2f(2.0*tface->uv[3][0] - 1.0, 
2.0*tface->uv[3][1] - 1.0);
                        }
                        glEnd();
                }

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