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authorCampbell Barton <ideasman42@gmail.com>2018-12-17 05:21:49 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-12-17 05:55:06 +0300
commitd72d2d4133ba578ee29e65cc99b01fab0ded0265 (patch)
tree431f413aa00fd1727a888af1f3c55d46bd02b68d /source/blender/draw
parent9149e8942107343fb31639406124428e6ff1a029 (diff)
DNA: clear / remove deprecated flags
- Clear deprecated flags for ID's: Scene, Sequence, World, Object & Mesh. - Clear deprecated flags for Spaces: outliner, 3D view & image. - Remove unused `Mesh.drawflag` - Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`. - Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas. - Flip `Object.empty_image_visibility_flag` (avoids do-version on each new flag) - Rename 'Backside' -> 'Back' in context of drawing - showing 'Back' makes sense.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c6
1 files changed, 1 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 6736d4c4110..12ca83e631a 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1387,7 +1387,7 @@ static void material_transparent(
DRW_shgroup_uniform_float(*shgrp, "roughness", rough_p, 1);
}
- const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKSIDE) != 0);
+ const bool use_prepass = ((ma->blend_flag & MA_BL_HIDE_BACKFACE) != 0);
DRWState all_state = (
DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_CULL_BACK |
@@ -1442,14 +1442,10 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
const bool do_cull = (draw_ctx->v3d && (draw_ctx->v3d->flag2 & V3D_BACKFACE_CULLING));
const bool is_active = (ob == draw_ctx->obact);
const bool is_sculpt_mode = is_active && (draw_ctx->object_mode & OB_MODE_SCULPT) != 0;
-#if 0
- const bool is_sculpt_mode_draw = is_sculpt_mode && (draw_ctx->v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0;
-#else
/* For now just force fully shaded with eevee when supported. */
const bool is_sculpt_mode_draw =
is_sculpt_mode &&
((ob->sculpt && ob->sculpt->pbvh) && (BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES));
-#endif
const bool use_hide = is_active && DRW_object_use_hide_faces(ob);
const bool is_default_mode_shader = is_sculpt_mode;