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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-02 14:52:29 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-02 14:52:29 +0400
commitd47499f6fcaf140af3d6d38a845a1efa608fb83b (patch)
treec9ef015703e71a24ae0a31fefc3e74821a423e90 /source/blender/editors/space_view3d/view3d_intern.h
parentf965858867a6df5825b52060d13d736793e25595 (diff)
Fix #31199 & #31112: cycles not working well with vertex/weight paint selection
mask drawing. Now refactored the code a bit so that in no longer calls textured mesh drawing for the face mask drawing, just handle it as part of regular paint color drawing. Should also make the blender internal behavior more logical where it would start showing textures in solid mode when enabling face masking.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_intern.h')
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 168775deae2..0a6e0da8247 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -130,6 +130,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
/* drawmesh.c */
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, struct DerivedMesh *dm, int faceselect);
+void draw_mesh_paint(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, struct DerivedMesh *dm, int faceselect);
/* view3d_draw.c */
void view3d_main_area_draw(const struct bContext *C, struct ARegion *ar);