From 9de24c82bab8fc6f1b8810979ac492787d32a964 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 9 Apr 2014 11:48:04 +1000 Subject: View3D: disable LOD when game engine is disabled or ifdef'd --- source/blender/editors/space_view3d/drawobject.c | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'source/blender/editors/space_view3d/drawobject.c') diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index e7f94485664..13e74ece692 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -3406,7 +3406,11 @@ static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm) static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, Base *base, const char dt, const unsigned char ob_wire_col[4], const short dflag) { - Object *ob = BKE_object_lod_meshob_get(base->object, scene); +#ifdef WITH_GAMEENGINE + Object *ob = (rv3d->rflag & RV3D_IS_GAME_ENGINE) ? BKE_object_lod_meshob_get(base->object, scene) : base->object; +#else + Object *ob = base->object; +#endif Mesh *me = ob->data; Material *ma = give_current_material(ob, 1); const bool hasHaloMat = (ma && (ma->material_type == MA_TYPE_HALO) && !BKE_scene_use_new_shading_nodes(scene)); -- cgit v1.2.3