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authorSergey Sharybin <sergey.vfx@gmail.com>2012-09-23 18:16:52 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-09-23 18:16:52 +0400
commit2637efa2a372425d12c7c93b66ba87483a71f3b1 (patch)
treee66308083466f01fc93401cd0f32da9cb00135c5 /source/blender/blenlib
parentfa2daf0dbd1c65272daad2d5416a7898813fabf8 (diff)
Fix #32522: Object's diffuse color not showing in Sculpt Mode
It was missing since sculpting mask implementation. Now object's color would be multiplied by sculpt mask value. For VBOs it's done by storing final color in VertexBufferFormat and mimic behavior of setMaterial callback for getting current diffuse color. For non-VBOs diffuse color is getting from current OpenGL context.
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/intern/pbvh.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/pbvh.c b/source/blender/blenlib/intern/pbvh.c
index d3d8d371f60..0bd9e68cb71 100644
--- a/source/blender/blenlib/intern/pbvh.c
+++ b/source/blender/blenlib/intern/pbvh.c
@@ -1169,10 +1169,14 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
break;
case PBVH_FACES:
GPU_update_mesh_buffers(node->draw_buffers,
+ bvh->faces,
+ node->prim_indices,
+ node->totprim,
bvh->verts,
node->vert_indices,
node->uniq_verts +
node->face_verts,
+ node->face_vert_indices,
CustomData_get_layer(bvh->vdata,
CD_PAINT_MASK));
break;