diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-22 17:23:26 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-22 17:23:26 +0300 |
commit | 309f26014b6beb5aaebc0ddc51396647141d417a (patch) | |
tree | 0f9c8e6e4383fa7b4cc05cf96450f395de9150a5 /source/blender/editors/space_view3d/drawmesh.c | |
parent | 0cc514ec845e3170a63ad837360842219e951e85 (diff) |
Use previous shading mode for border render in viewport
This way we can have border rendered part in the viewport and have
everything else material/texture shaded.
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c index a73a055c5c8..86f3edfff28 100644 --- a/source/blender/editors/space_view3d/drawmesh.c +++ b/source/blender/editors/space_view3d/drawmesh.c @@ -1194,7 +1194,8 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, set_face_cb = NULL; /* test if we can use glsl */ - bool glsl = (v3d->drawtype == OB_MATERIAL) && !picking; + const int drawtype = view3d_effective_drawtype(v3d); + bool glsl = (drawtype == OB_MATERIAL) && !picking; GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL); |