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Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c26
1 files changed, 17 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index da93e07748a..f05c78e8512 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -179,7 +179,7 @@ static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int i
return DM_DRAW_OPTION_SKIP;
}
-void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
+static void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
{
drawMeshFaceSelect_userData data;
@@ -372,7 +372,15 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
Gtexdraw.ob = ob;
Gtexdraw.is_tex = is_tex;
- Gtexdraw.color_profile = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
+
+ /* OCIO_TODO: for now assume OpenGL is always doing color management and working in sRGB space
+ * supporting for real display conversion could be nice here, but it's a bit challenging
+ * since all the shaders should be aware of such a transform
+ * perhaps this flag could be completely removed before release in separated commit and
+ * be re-implemented if real display transform would be needed
+ */
+ Gtexdraw.color_profile = TRUE;
+
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
glShadeModel(GL_SMOOTH);
@@ -507,7 +515,7 @@ static void update_tface_color_layer(DerivedMesh *dm)
finalCol[i * 4 + j].r = 255;
}
}
- else if (tface && mface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
+ else if (tface && set_draw_settings_cached(0, tface, ma, Gtexdraw)) {
for (j = 0; j < 4; j++) {
finalCol[i * 4 + j].b = 255;
finalCol[i * 4 + j].g = 0;
@@ -630,7 +638,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
MLoopCol *mloopcol = me->mloopcol; /* why does mcol exist? */
MLoopCol *lcol;
- bProperty *prop = get_ob_property(ob, "Text");
+ bProperty *prop = BKE_bproperty_object_get(ob, "Text");
GPUVertexAttribs gattribs;
int a, totpoly = me->totpoly;
@@ -706,7 +714,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
unsigned int j;
lcol = &mloopcol[mp->loopstart];
- for (j = 0; j <= totloop_clamp; j++, lcol++) {
+ for (j = 0; j < totloop_clamp; j++, lcol++) {
MESH_MLOOPCOL_TO_MCOL(lcol, &tmp_mcol[j]);
}
}
@@ -724,7 +732,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
/* The BM_FONT handling is in the gpu module, shared with the
* game engine, was duplicated previously */
- set_property_valstr(prop, string);
+ BKE_bproperty_set_valstr(prop, string);
characters = strlen(string);
if (!BKE_image_get_ibuf(mtpoly->tpage, NULL))
@@ -772,8 +780,8 @@ static int compareDrawOptionsEm(void *userData, int cur_index, int next_index)
return 1;
}
-void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d,
- Object *ob, DerivedMesh *dm, const int draw_flags)
+static void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d,
+ Object *ob, DerivedMesh *dm, const int draw_flags)
{
Mesh *me = ob->data;
@@ -824,7 +832,7 @@ void draw_mesh_textured_old(Scene *scene, View3D *v3d, RegionView3D *rv3d,
}
/* draw game engine text hack */
- if (get_ob_property(ob, "Text"))
+ if (BKE_bproperty_object_get(ob, "Text"))
draw_mesh_text(scene, ob, 0);
draw_textured_end();