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authorDalai Felinto <dfelinto@gmail.com>2018-09-03 17:12:31 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-09-03 17:17:53 +0300
commit27c954386b279c480410b12e30ca5bd8e57629e7 (patch)
tree8132d418aa805a05d80ce56a8124daa49bec69db /source/blender/draw/modes/paint_weight_mode.c
parent70382fe7b399c84bc5a4e85a7717db7df7e82984 (diff)
Weightpaint mode: Removing barbarian batch tagging on engine init
This was introduced in the original implementation of weightpaint in 2.8 (20f95de6ba2d). But this is very shortsighted, we can't assume only one object will be edited at once, nor should we tag things during drawing. There is a chance this introduces "bugs". If it does, we then tackle them in the proper way (usually tagging DEG after operators changing the weight paint data).
Diffstat (limited to 'source/blender/draw/modes/paint_weight_mode.c')
-rw-r--r--source/blender/draw/modes/paint_weight_mode.c8
1 files changed, 0 insertions, 8 deletions
diff --git a/source/blender/draw/modes/paint_weight_mode.c b/source/blender/draw/modes/paint_weight_mode.c
index 5284f5552a9..f0dd1994e09 100644
--- a/source/blender/draw/modes/paint_weight_mode.c
+++ b/source/blender/draw/modes/paint_weight_mode.c
@@ -90,14 +90,6 @@ typedef struct PAINT_WEIGHT_PrivateData {
static void PAINT_WEIGHT_engine_init(void *UNUSED(vedata))
{
- const DRWContextState *draw_ctx = DRW_context_state_get();
-
- if (e_data.actdef != draw_ctx->obact->actdef) {
- e_data.actdef = draw_ctx->obact->actdef;
-
- BKE_mesh_batch_cache_dirty_tag(draw_ctx->obact->data, BKE_MESH_BATCH_DIRTY_ALL);
- }
-
if (!e_data.weight_face_shader) {
e_data.weight_face_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA);
}