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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2012-09-23 18:16:52 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2012-09-23 18:16:52 +0400 |
commit | 2637efa2a372425d12c7c93b66ba87483a71f3b1 (patch) | |
tree | e66308083466f01fc93401cd0f32da9cb00135c5 /source/blender/gpu/GPU_draw.h | |
parent | fa2daf0dbd1c65272daad2d5416a7898813fabf8 (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_draw.h')
-rw-r--r-- | source/blender/gpu/GPU_draw.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h index 285acb6bdde..7d829bd57bf 100644 --- a/source/blender/gpu/GPU_draw.h +++ b/source/blender/gpu/GPU_draw.h @@ -75,6 +75,8 @@ void GPU_end_object_materials(void); int GPU_enable_material(int nr, void *attribs); void GPU_disable_material(void); +void GPU_material_diffuse_get(int nr, float diff[4]); + void GPU_set_material_alpha_blend(int alphablend); int GPU_get_material_alpha_blend(void); |