Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSergey Sharybin <sergey.vfx@gmail.com>2016-05-22 17:23:26 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-05-22 17:23:26 +0300
commit309f26014b6beb5aaebc0ddc51396647141d417a (patch)
tree0f9c8e6e4383fa7b4cc05cf96450f395de9150a5 /source/blender/editors/space_view3d/drawmesh.c
parent0cc514ec845e3170a63ad837360842219e951e85 (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.c3
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);