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-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py2
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c18
2 files changed, 15 insertions, 5 deletions
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index bb0ad001c34..b28a00e068b 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -3046,7 +3046,7 @@ class VIEW3D_PT_view3d_shading(Panel):
col.prop(view, "use_matcap")
if view.use_matcap:
col.template_icon_view(view, "matcap_icon")
- elif view.viewport_shade == 'TEXTURED':
+ if view.viewport_shade == 'TEXTURED' or context.mode == 'PAINT_TEXTURE':
if scene.render.use_shading_nodes or gs.material_mode != 'GLSL':
col.prop(view, "show_textured_shadeless")
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 5b4322e6cf4..9fac4ca2265 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -410,9 +410,15 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
solidtex = false;
Gtexdraw.is_lit = 0;
}
+ else if ((ob->mode & OB_MODE_TEXTURE_PAINT) && BKE_scene_use_new_shading_nodes(scene)) {
+ solidtex = true;
+ if (v3d->flag2 & V3D_SHADELESS_TEX)
+ Gtexdraw.is_lit = 0;
+ else
+ Gtexdraw.is_lit = -1;
+ }
else if ((v3d->drawtype == OB_SOLID) ||
- ((ob->mode & OB_MODE_EDIT) && (v3d->drawtype != OB_TEXTURE)) ||
- ((ob->mode & OB_MODE_TEXTURE_PAINT) && BKE_scene_use_new_shading_nodes(scene)))
+ ((ob->mode & OB_MODE_EDIT) && (v3d->drawtype != OB_TEXTURE)))
{
/* draw with default lights in solid draw mode and edit mode */
solidtex = true;
@@ -1132,10 +1138,14 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
- if ((v3d->drawtype == OB_TEXTURE) && (v3d->flag2 & V3D_SHADELESS_TEX))
+ if ((v3d->flag2 & V3D_SHADELESS_TEX) &&
+ ((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)))
+ {
glColor3f(1.0f, 1.0f, 1.0f);
- else
+ }
+ else {
glEnable(GL_LIGHTING);
+ }
{
Mesh *me = ob->data;