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authorAntony Riakiotakis <kalast@gmail.com>2014-11-14 14:15:36 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-11-14 14:15:36 +0300
commitf9adf3616cf3283e2e449fea5c0848b141194802 (patch)
tree71a12ab7eab93e5cc9eed935e2363f4d9ee706ab
parent4b7fc26baed8389ecb9d0d350229b9b64ce47d03 (diff)
Fix vertex colors being displayed wrong in GLSL in edit mode. Looks like
swapping the colors is no longer needed.
-rw-r--r--source/blender/blenkernel/intern/editderivedmesh.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/editderivedmesh.c b/source/blender/blenkernel/intern/editderivedmesh.c
index ce7804d9878..7d64892d6b4 100644
--- a/source/blender/blenkernel/intern/editderivedmesh.c
+++ b/source/blender/blenkernel/intern/editderivedmesh.c
@@ -970,7 +970,7 @@ static void emdm_pass_attrib_vertex_glsl(const DMVertexAttribs *attribs, const B
GLubyte col[4];
if (attribs->mcol[i].em_offset != -1) {
const MLoopCol *cp = BM_ELEM_CD_GET_VOID_P(loop, attribs->mcol[i].em_offset);
- col[0] = cp->b; col[1] = cp->g; col[2] = cp->r; col[3] = cp->a;
+ copy_v4_v4_char((char *)col, &cp->r);
}
else {
col[0] = 0; col[1] = 0; col[2] = 0; col[3] = 0;