Fix #28590: Sculpt Overlay Texture in Viewport Glitched and Wrong icon for Overlay...
authorSergey Sharybin <sergey.vfx@gmail.com>
Fri, 9 Sep 2011 13:42:22 +0000 (13:42 +0000)
committerSergey Sharybin <sergey.vfx@gmail.com>
Fri, 9 Sep 2011 13:42:22 +0000 (13:42 +0000)
Use clamp to border for fixed textures.

release/scripts/startup/bl_ui/space_view3d_toolbar.py
source/blender/editors/sculpt_paint/paint_stroke.c

index aa26cb43eed71fe4835013bb3c9c10eaa81e5162..4b2ee57df68b2b7cab605acdb81de1e0706c575a 100644 (file)
@@ -768,9 +768,9 @@ class VIEW3D_PT_tools_brush_texture(PaintPanel, Panel):
             col = row.column()
 
             if brush.use_texture_overlay:
             col = row.column()
 
             if brush.use_texture_overlay:
-                col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='MUTE_IPO_OFF')
+                col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='RESTRICT_VIEW_OFF')
             else:
             else:
-                col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='MUTE_IPO_ON')
+                col.prop(brush, "use_texture_overlay", toggle=True, text="", icon='RESTRICT_VIEW_ON')
 
             col.active = tex_slot.map_mode in {'FIXED', 'TILED'}
 
 
             col.active = tex_slot.map_mode in {'FIXED', 'TILED'}
 
index 09873566d4a91be076ce839fc21de5f57468c89e..9500c7f663c0b3154323b496d9d0c2b6c8dba08f 100644 (file)
@@ -322,8 +322,8 @@ static int load_tex(Sculpt *sd, Brush* br, ViewContext* vc)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
        if (br->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
        if (br->mtex.brush_map_mode == MTEX_MAP_MODE_FIXED) {
-               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
-               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
        }
 
        return 1;
        }
 
        return 1;