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authorAntony Riakiotakis <kalast@gmail.com>2014-04-08 02:24:45 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-04-08 02:25:49 +0400
commitcced07661a4fcfd156caec81073d97c060677a15 (patch)
tree5db2418dda3ecb28d126cb33a67695b23e8a7542 /source/blender
parent1e6d2b1dbf1a6316608fbfad81cf5b2ad147eb05 (diff)
Matcaps.
Instead of setting color every time, just set it on material enable. Handles all cases of surfaces. Thanks to Campbell for pointing out!
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c4
-rw-r--r--source/blender/gpu/intern/gpu_draw.c3
2 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index cfb4e1f6b70..61866b60a8c 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3190,8 +3190,6 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
}
else if (check_object_draw_texture(scene, v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
- /* this will be ignored mostly, but is relevant for matcaps */
- glColor3f(1.0f, 1.0f, 1.0f);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
@@ -3471,8 +3469,6 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
Paint *p;
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
- /* this will get ignored mostly, will only be relevant for matcaps */
- glColor3f(1.0, 1.0, 1.0);
if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene))) {
GPUVertexAttribs gattribs;
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 64ab701acba..99f98f713ce 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1597,6 +1597,9 @@ int GPU_enable_material(int nr, void *attribs)
else
glDisable(GL_CULL_FACE);
}
+
+ if (GMS.use_matcaps)
+ glColor3f(1.0, 1.0, 1.0f);
}
else {
/* or do fixed function opengl material */