diff options
author | Ton Roosendaal <ton@blender.org> | 2006-06-27 16:19:32 +0400 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2006-06-27 16:19:32 +0400 |
commit | 4d45723dd1a7893f6db4b0977ee78f562a156f86 (patch) | |
tree | 79394b3f906c6143d28faaad566199d9827aff62 | |
parent | 8d2f04ac747cae13c544b9253c65ac6fa16082c7 (diff) |
Bugfix #4497
When using Node Shaders, the OpenGL color (solid drawmode) in 3d window
was still using the base Material only. That's a bit counter-intuitive
yes... i've replaced this with a function that checks for the active
material node color. Not perfect, but at least interactive.
-rw-r--r-- | source/blender/src/drawobject.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c index 63d5ccbc705..71065055e86 100644 --- a/source/blender/src/drawobject.c +++ b/source/blender/src/drawobject.c @@ -108,9 +108,10 @@ #include "BDR_editobject.h" #include "BDR_vpaint.h" -#include "BSE_view.h" #include "BSE_drawview.h" +#include "BSE_node.h" #include "BSE_trans_types.h" +#include "BSE_view.h" #include "blendef.h" #include "mydevice.h" @@ -189,6 +190,7 @@ static int init_gl_materials(Object *ob, int check_alpha) for(a=1; a<=ob->totcol; a++) { ma= give_current_material(ob, a); + ma= editnode_get_active_material(ma); if(ma==NULL) ma= &defmaterial; if(a<MAXMATBUF) { matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r; |