diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c index b6bcc592cc8..27180097107 100644 --- a/source/blender/editors/space_view3d/drawmesh.c +++ b/source/blender/editors/space_view3d/drawmesh.c @@ -104,7 +104,7 @@ static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me, bool draw_select_ed MLoop *ml; int i, j; bool select_set; - + for (i = 0; i < me->totpoly; i++) { mp = &me->mpoly[i]; @@ -197,7 +197,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool d dm->drawMappedFaces(dm, draw_mesh_face_select__drawFaceOptsInv, NULL, NULL, (void *)me, DM_DRAW_SKIP_HIDDEN); glDisable(GL_BLEND); } - + ED_view3d_polygon_offset(rv3d, 1.0); /* Draw Stippled Outline for selected faces */ @@ -330,7 +330,7 @@ static bool set_draw_settings_cached( glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE); - + glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); @@ -342,14 +342,14 @@ static bool set_draw_settings_cached( glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]); - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); } else { glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); c_badtex = true; GPU_clear_tpage(true); @@ -457,9 +457,9 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O Gtexdraw.canvas = (Gtexdraw.texpaint_material) ? NULL : imapaint->canvas; Gtexdraw.is_tex = is_tex; - /* naughty multitexturing hacks to quickly support stencil + shading + alpha blending + /* naughty multitexturing hacks to quickly support stencil + shading + alpha blending * in new texpaint code. The better solution here would be to support GLSL */ - if (Gtexdraw.is_texpaint) { + if (Gtexdraw.is_texpaint) { glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); @@ -470,7 +470,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); - + /* load the stencil texture here */ if (Gtexdraw.stencil != NULL) { glActiveTexture(GL_TEXTURE2); @@ -496,7 +496,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O } glActiveTexture(GL_TEXTURE0); } - + Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene); Gtexdraw.use_game_mat = (RE_engines_find(scene->r.engine)->flag & RE_GAME) != 0; Gtexdraw.use_backface_culling = (v3d->flag2 & V3D_BACKFACE_CULLING) != 0; @@ -522,7 +522,7 @@ static void draw_textured_end(void) glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, 0); - } + } glActiveTexture(GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); /* manual reset, since we don't use tpage */ @@ -542,7 +542,7 @@ static void draw_textured_end(void) * glLightfv(GL_POSITION, ...) which * is transformed by the current matrix... we * need to make sure that matrix is identity. - * + * * It would be better if drawmesh.c kept track * of and restored the light settings it changed. * - zr @@ -710,7 +710,7 @@ static void update_tface_color_layer(DerivedMesh *dm, bool use_mcol) else copy_v3_v3(col, &ma->r); rgb_float_to_uchar((unsigned char *)&lcol.r, col); lcol.a = 255; - + for (j = 0; j < mp->totloop; j++, loop_index++) { finalCol[loop_index] = lcol; } @@ -741,7 +741,7 @@ static DMDrawOption draw_tface_mapped__set_draw(void *userData, int origindex, i else { MTexPoly *tpoly = (me->mtpoly) ? &me->mtpoly[origindex] : NULL; int matnr = mpoly->mat_nr; - + return draw_tface__set_draw(tpoly, (me->mloopcol != NULL), matnr); } } @@ -899,7 +899,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl) BKE_bproperty_set_valstr(prop, string); characters = strlen(string); - + if (!BKE_image_has_ibuf(mtpoly->tpage, NULL)) characters = 0; @@ -957,7 +957,7 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d /* correct for negative scale */ if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW); else glFrontFace(GL_CCW); - + /* draw the textured mesh */ draw_textured_begin(scene, v3d, rv3d, ob); @@ -1047,7 +1047,7 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d } draw_textured_end(); - + /* draw edges and selected faces over textured mesh */ if (!(ob == scene->obedit) && (draw_flags & DRAW_FACE_SELECT)) { bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0; @@ -1056,7 +1056,7 @@ static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d /* reset from negative scale correction */ glFrontFace(GL_CCW); - + /* in editmode, the blend mode needs to be set in case it was ADD */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } @@ -1207,7 +1207,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, TexMatCallback data = {scene, ob, me, dm, shadeless, two_sided_lighting}; bool (*set_face_cb)(void *, int); bool picking = (G.f & G_PICKSEL) != 0; - + /* face hiding callback depending on mode */ if (ob == scene->obedit) set_face_cb = tex_mat_set_face_editmesh_cb; |