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authorCampbell Barton <ideasman42@gmail.com>2010-10-05 15:25:34 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-10-05 15:25:34 +0400
commit0eeeab515b6b46f907016091b3a89bf5e320c400 (patch)
tree5adf8bbd7a0de3a6557fc629006352c1f5fa0c5f /source/blender/editors/space_view3d/drawobject.c
parenta7258c96512d45f2392e13f5d5c8fb6edf651a00 (diff)
bugfix [#23506] Bevel Modifier display problem
This is a more general problem that drawing functions would skip faces when the original index could not be found, screw result for example wasnt visible in editmode too. Fixed by adding a material set argument to DerivedMesh->drawMappedFaces(), this was already being done in some of the other drawing functions.
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 30b12b96ed5..aba3d04d960 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -1867,7 +1867,7 @@ static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned
data.cols[2] = actCol;
data.efa_act = efa_act;
- dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
+ dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0, GPU_enable_material);
}
static int draw_dm_creases__setDrawOptions(void *userData, int index)
@@ -2287,7 +2287,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
+ finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0, GPU_enable_material);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
@@ -2517,7 +2517,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* weight paint in solid mode, special case. focus on making the weights clear
* rather then the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material);
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
@@ -2599,7 +2599,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
@@ -2607,10 +2607,10 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
else if(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
if(me->mcol)
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1, GPU_enable_material);
else {
glColor3f(1.0f, 1.0f, 1.0f);
- dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
+ dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0, GPU_enable_material);
}
}
else do_draw= 1;
@@ -6328,7 +6328,7 @@ static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh
cpack(0);
if (facecol) {
- dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(intptr_t) 1, 0);
+ dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(intptr_t) 1, 0, GPU_enable_material);
if(check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
@@ -6339,7 +6339,7 @@ static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh
}
} else {
- dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*) 0, 0);
+ dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*) 0, 0, GPU_enable_material);
}
}
@@ -6369,8 +6369,8 @@ static void bbs_mesh_solid(Scene *scene, View3D *v3d, Object *ob)
glColor3ub(0, 0, 0);
- if(face_sel_mode) dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, me, 0);
- else dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0);
+ if(face_sel_mode) dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, me, 0, GPU_enable_material);
+ else dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0, GPU_enable_material);
dm->release(dm);
}
@@ -6477,7 +6477,7 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
GPU_end_object_materials();
}
else if(edm)
- edm->drawMappedFaces(edm, NULL, NULL, 0);
+ edm->drawMappedFaces(edm, NULL, NULL, 0, GPU_enable_material);
glDisable(GL_LIGHTING);
}