Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTon Roosendaal <ton@blender.org>2006-06-27 16:19:32 +0400
committerTon Roosendaal <ton@blender.org>2006-06-27 16:19:32 +0400
commit4d45723dd1a7893f6db4b0977ee78f562a156f86 (patch)
tree79394b3f906c6143d28faaad566199d9827aff62
parent8d2f04ac747cae13c544b9253c65ac6fa16082c7 (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.c4
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;