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authorCampbell Barton <ideasman42@gmail.com>2017-07-12 17:27:06 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-07-12 18:59:44 +0300
commitb4988d01cbe9c850a365604967bd3a5e03fc9a72 (patch)
tree147a8bb95d09b9c1fd0efef6c4d09d34df85783e /source/blender/draw/modes/paint_texture_mode.c
parent95a7a0a06ebc7c88bc56c90bb4edfeef302694b7 (diff)
DwM: Option to use final material over mode shading
Support using full material shading in sculpt & paint modes mode. Access 'Full Shading' from the display panel when in paint modes.
Diffstat (limited to 'source/blender/draw/modes/paint_texture_mode.c')
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c9
1 files changed, 1 insertions, 8 deletions
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index 795b0bae02b..ae6ee12ee7d 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -178,8 +178,7 @@ static void PAINT_TEXTURE_engine_init(void *vedata)
e_data.face_overlay_shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
-#include "BKE_global.h"
-#include "BKE_main.h"
+
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void PAINT_TEXTURE_cache_init(void *vedata)
@@ -199,12 +198,6 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
DRW_STATE_BLEND | DRW_STATE_WIRE;
psl->image_faces = DRW_pass_create("Image Color Pass", state);
- /* Create a shadingGroup using a function in draw_common.c or custom one */
- /*
- * stl->g_data->group = shgroup_dynlines_uniform_color(psl->pass, ts.colorWire);
- * -- or --
- * stl->g_data->group = DRW_shgroup_create(e_data.custom_shader, psl->pass);
- */
stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
/* Uniforms need a pointer to it's value so be sure it's accessible at