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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/view3d_draw.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/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c11
1 files changed, 6 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 184b9ff5b15..01e23f26568 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2608,19 +2608,20 @@ static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
{
CustomDataMask mask = 0;
+ const int drawtype = view3d_effective_drawtype(v3d);
- if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) ||
- ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
+ if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
+ ((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
{
mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
if (BKE_scene_use_new_shading_nodes(scene)) {
- if (v3d->drawtype == OB_MATERIAL)
+ if (drawtype == OB_MATERIAL)
mask |= CD_MASK_ORCO;
}
else {
- if ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) ||
- (v3d->drawtype == OB_MATERIAL))
+ if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
+ (drawtype == OB_MATERIAL))
{
mask |= CD_MASK_ORCO;
}