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authorCampbell Barton <ideasman42@gmail.com>2008-03-26 23:17:20 +0300
committerCampbell Barton <ideasman42@gmail.com>2008-03-26 23:17:20 +0300
commit0599a5646887fa7b2ac20b027c697356ce34c408 (patch)
tree31af0e6c8b8d3695edb3b3e3ea1078ccb5a0be97 /source/blender/blenkernel
parent87b5701b2667d27a51cedd994fd686a52aa36895 (diff)
make solid faces draw vertex colors in editmode (they used to use only one of the faces colors per face)
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index faadb8b2f5f..63fa59ccbfe 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -733,6 +733,9 @@ static void emDM_drawFacesTex_common(DerivedMesh *dm,
EditFace *efa;
int i;
+ /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
+ glShadeModel(GL_SMOOTH);
+
if (vertexCos) {
EditVert *eve;
@@ -757,7 +760,8 @@ static void emDM_drawFacesTex_common(DerivedMesh *dm,
if (flag==1 && mcol)
cp= (unsigned char*)mcol;
- glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+ /* we always want smooth here since otherwise vertex colors dont interpolate */
+ /* glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT); */
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {
@@ -825,7 +829,8 @@ static void emDM_drawFacesTex_common(DerivedMesh *dm,
if (flag==1 && mcol)
cp= (unsigned char*)mcol;
- glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+ /* we always want smooth here since otherwise vertex colors dont interpolate */
+ /*glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);*/
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
if (!drawSmooth) {