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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-01-05 12:24:22 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-01-05 12:24:22 +0400 |
commit | 9611202f285547d9791a793581c2641349bc2211 (patch) | |
tree | f5d2abe77e0777f84105ffb72cfa7852e5cebdcb /source/blender | |
parent | 0d678e71a833ef8a8055160f00b11121c9488fe1 (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.c | 1 |
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 |