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Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c30
1 files changed, 18 insertions, 12 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 58f41b63b66..44bacd7a20e 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -2819,28 +2819,34 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
if(dt>OB_WIRE) {
if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
if(draw_glsl_material(scene, ob, v3d, dt)) {
- glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+ /* if em has no faces the drawMappedFaces callback will fail */
+ if(em->bm->totface) {
+ glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
- draw_em_fancy__setGLSLFaceOpts, em);
- GPU_disable_material();
+ finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
+ draw_em_fancy__setGLSLFaceOpts, em);
+ GPU_disable_material();
- glFrontFace(GL_CCW);
+ glFrontFace(GL_CCW);
+ }
}
else {
draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
}
}
else {
- /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
+ /* if em has no faces the drawMappedFaces callback will fail */
+ if(em->bm->totface) {
+ /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
- glEnable(GL_LIGHTING);
- glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, me->edit_btmesh, 0, GPU_enable_material, NULL);
+ glEnable(GL_LIGHTING);
+ glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+ finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, me->edit_btmesh, 0, GPU_enable_material, NULL);
- glFrontFace(GL_CCW);
- glDisable(GL_LIGHTING);
+ glFrontFace(GL_CCW);
+ glDisable(GL_LIGHTING);
+ }
}
// Setup for drawing wire over, disable zbuffer