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authorSergey Sharybin <sergey.vfx@gmail.com>2012-09-23 18:16:52 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-09-23 18:16:52 +0400
commit2637efa2a372425d12c7c93b66ba87483a71f3b1 (patch)
treee66308083466f01fc93401cd0f32da9cb00135c5 /source/blender/gpu/GPU_buffers.h
parentfa2daf0dbd1c65272daad2d5416a7898813fabf8 (diff)
Fix #32522: Object's diffuse color not showing in Sculpt Mode
It was missing since sculpting mask implementation. Now object's color would be multiplied by sculpt mask value. For VBOs it's done by storing final color in VertexBufferFormat and mimic behavior of setMaterial callback for getting current diffuse color. For non-VBOs diffuse color is getting from current OpenGL context.
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r--source/blender/gpu/GPU_buffers.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 1729ac06f5a..745ca1ef2ac 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -162,8 +162,9 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4],
struct MFace *mface, struct MVert *mvert,
int *face_indices, int totface);
-void GPU_update_mesh_buffers(GPU_Buffers *buffers, struct MVert *mvert,
- int *vert_indices, int totvert, const float *vmask);
+void GPU_update_mesh_buffers(GPU_Buffers *buffers, struct MFace *mface, int *face_indices, int totface,
+ struct MVert *mvert, int *vert_indices, int totvert,
+ int (*face_vert_indices)[4], const float *vmask);
GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid,
unsigned int **grid_hidden, int gridsize);