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authorCampbell Barton <ideasman42@gmail.com>2017-05-24 16:14:32 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-05-24 16:38:15 +0300
commit7a9ad029dd1d1afe42d54c9c181de887636db7c0 (patch)
treee9281cbe8bb01365a699ffd6f4bbd09a6a91015f /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
parent707340edd703ff1fd7c8157eb3cc811913698c8d (diff)
Remove TexFace, per-face images
TexFace complicates the now more popular shading pipeline by having per-face images, see: T51382 for details. To keep the ability to select a per-material edit-image (used with UV-mapping workflow), the material now stores an image which will be set when changing images in edit-mode. This is used as a bake-target when not using Cycles too.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 5eed9b3b8f8..cac804ed22b 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -60,6 +60,7 @@
extern "C"{
#include "BLF_api.h"
#include "BKE_DerivedMesh.h"
+ #include "DNA_material_types.h"
}
@@ -785,8 +786,9 @@ static DMDrawOption CheckTexDM(MTexPoly *mtexpoly, const bool has_mcol, int matn
{
// index is the original face index, retrieve the polygon
+ Material *bl_material = current_polymat->GetBlenderMaterial();
if (matnr == current_blmat_nr &&
- (mtexpoly == NULL || mtexpoly->tpage == current_image)) {
+ (mtexpoly == NULL || (bl_material ? bl_material->edit_image : NULL) == current_image)) {
// must handle color.
if (current_wireframe)
return DM_DRAW_OPTION_NO_MCOL;