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authorSergey Sharybin <sergey.vfx@gmail.com>2013-01-05 12:24:22 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-01-05 12:24:22 +0400
commit9611202f285547d9791a793581c2641349bc2211 (patch)
treef5d2abe77e0777f84105ffb72cfa7852e5cebdcb /source/blender
parent0d678e71a833ef8a8055160f00b11121c9488fe1 (diff)
Fix #33753: Not selected surface objects don't update in view if shading is changed
In fact surfaces should be displaying the same way in textures and solid shading, but they used to change a way they're displaying by draw_textured_end not resetting light model properly, leaving two-sided shading for all further objects draw.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 0e86438997c..fa72f28cc44 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -396,6 +396,7 @@ static void draw_textured_end(void)
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_POSITION, ...) which