diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-09-23 22:40:27 +0400 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2014-09-23 22:40:27 +0400 |
commit | eb464eed57e695594c1e8c6738c27a6b7846d657 (patch) | |
tree | ae2d28c9332a55c098f00e45d26061a2af8b176a /source/blender | |
parent | 2e7c8f730c2b78ddd64140229d49615db84900c6 (diff) |
Fix game engine not supporting material view.v2.72-rc1
Force textured view in that case. Also correct a few uses of the GLSL
flag in the viewport. Should only be relevant for textured viewport.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 3 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index e7b6e50ef1c..8c746792429 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -302,7 +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_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 90f6374199b..2629d9f33d0 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2523,7 +2523,8 @@ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d) mask |= CD_MASK_ORCO; } else { - if (scene->gm.matmode == GAME_MAT_GLSL || v3d->drawtype == OB_MATERIAL) + if ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) || + (v3d->drawtype == OB_MATERIAL)) mask |= CD_MASK_ORCO; } } |