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authorClément Foucault <foucault.clem@gmail.com>2019-02-28 17:29:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-02-28 18:15:50 +0300
commit6a4a984ff731070d0702821fe1e67dea40e593b9 (patch)
tree8f60e6728f1da4b4f906356e01fdb2ed71d1ab69 /source/blender/draw/engines/workbench/workbench_materials.c
parentcd897c57f818a1159b7510e46f436183bffce9e0 (diff)
Objects: Remove Textured from object display type
As discussed with @billreynish this makes little sense now that we don't have a dedicated textured mode. We don't have a superior texture or shaded mode anymore and we also cannot mix different engines together (workbench with eevee/lookdev). The only feature it removes is the possibility to hide textures for certain object in solid mode.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_materials.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index e721a4ccdb8..fc1fa646881 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -211,10 +211,10 @@ int workbench_material_get_accum_shader_index(WORKBENCH_PrivateData *wpd, bool u
return index;
}
-int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *ob)
+int workbench_material_determine_color_type(WORKBENCH_PrivateData *wpd, Image *ima, Object *UNUSED(ob))
{
int color_type = wpd->shading.color_type;
- if ((color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) || (ob->dt < OB_TEXTURE)) {
+ if (color_type == V3D_SHADING_TEXTURE_COLOR && ima == NULL) {
color_type = V3D_SHADING_MATERIAL_COLOR;
}
return color_type;