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authorSergey Sharybin <sergey.vfx@gmail.com>2013-04-18 14:39:53 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-04-18 14:39:53 +0400
commit34300686545643be2747c8e1d9a5bd42e2525a36 (patch)
tree2653ed50681d871e6224c27082ffb90eb42be550 /source/blender/editors/space_view3d/view3d_intern.h
parentbde6a939e62514be4df552d41fbdca9d6aa873af (diff)
Fix #34970: in glsl mode the vertex paint face mask is not visible
Added face selection code to GLSL draw. We do this for Cycles already, shall behave expected now. Checked by Ton, thanks!
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_intern.h')
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 3e79696f209..f5ffd10c272 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -47,6 +47,7 @@ struct bContext;
struct bMotionPath;
struct bPoseChannel;
struct bScreen;
+struct Mesh;
struct wmNDOFMotionData;
struct wmOperatorType;
struct wmWindowManager;
@@ -148,6 +149,7 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* drawmesh.c */
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
struct Object *ob, struct DerivedMesh *dm, const int draw_flags);
+void draw_mesh_face_select(struct RegionView3D *rv3d, struct Mesh *me, struct DerivedMesh *dm);
void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
struct Object *ob, struct DerivedMesh *dm, const int draw_flags);