Hello,
I found a minor issue on the drawing function for DIRECTION properties that is
fixed with this one line patch.
diff --git a/source/blender/editors/interface/interface_draw.c
b/source/blender/editors/interface/interface_draw.c
index 84767ea..8ae8466 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -1233,6 +1233,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors
*wcol, const rcti *rect)
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
+ glFrontFace(GL_CCW);
/* disable blender light */
for (a = 0; a < 8; a++) {
The issue seems to be that under some circumstances the FrontFace is set to
GL_CW but the DIRECTION property draws incorrectly with this setting. Don’t
know where it is set but you can test with this scene here:
http://www.blendswap.com/blends/view/21803
If you load the scene loading the UI and add a Normal node, the direction
sphere is drawn black. If you set the 3d view below the node editor to solid,
the direction property draws correctly.
I used GPU_state_print() to check the difference between the correct drawing
and the incorrect and found that it was because of glFrontFace setting.
Also, the Normal node draws two spheres on the properties panel, one for output
and one for input.
Cheers,
Francesc
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