diff options
author | Campbell Barton <ideasman42@gmail.com> | 2014-09-26 18:57:54 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2014-09-26 18:57:54 +0400 |
commit | 88d8cb73af6455502227838eed2ebb9bd50a04b4 (patch) | |
tree | bfaee722805c0ba5c604a31a9a526d97448a17c3 /source/blender/editors/space_view3d | |
parent | e6edc1b09d1375212cb6ff475a313535894efc16 (diff) |
Cleanup
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 4 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 20 |
2 files changed, 13 insertions, 11 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 2f0f6d59b8c..d155918f7f9 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -302,8 +302,8 @@ bool draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, const char dt) if (BKE_scene_use_new_shading_nodes(scene)) return false; - return ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) || - (v3d->drawtype == OB_MATERIAL)) && (dt > OB_SOLID); + return ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) || + (v3d->drawtype == OB_MATERIAL)) && (dt > OB_SOLID); } static bool check_alpha_pass(Base *base) diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 2629d9f33d0..479a881053f 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2068,14 +2068,14 @@ static void draw_dupli_objects_color( * so for now it should be ok to - campbell */ if ( /* if this is the last no need to make a displist */ - (dob_next == NULL || dob_next->ob != dob->ob) || - /* lamp drawing messes with matrices, could be handled smarter... but this works */ - (dob->ob->type == OB_LAMP) || - (dob->type == OB_DUPLIGROUP && dob->animated) || - !bb_tmp || - draw_glsl_material(scene, dob->ob, v3d, dt) || - check_object_draw_texture(scene, v3d, dt) || - (base->object == OBACT && v3d->flag2 & V3D_SOLID_MATCAP)) + (dob_next == NULL || dob_next->ob != dob->ob) || + /* lamp drawing messes with matrices, could be handled smarter... but this works */ + (dob->ob->type == OB_LAMP) || + (dob->type == OB_DUPLIGROUP && dob->animated) || + !bb_tmp || + draw_glsl_material(scene, dob->ob, v3d, dt) || + check_object_draw_texture(scene, v3d, dt) || + (base->object == OBACT && v3d->flag2 & V3D_SOLID_MATCAP)) { // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2); use_displist = false; @@ -2524,8 +2524,10 @@ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) } else { if ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) || - (v3d->drawtype == OB_MATERIAL)) + (v3d->drawtype == OB_MATERIAL)) + { mask |= CD_MASK_ORCO; + } } } |