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Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c36
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;