[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45374] trunk/blender/source/blender/ editors/space_view3d/drawobject.c: Fix #30789: cycles still taking into account textured solid option when it should
Brecht Van Lommel
brechtvanlommel at pandora.be
Tue Apr 3 16:08:18 CEST 2012
Revision: 45374
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45374
Author: blendix
Date: 2012-04-03 14:08:04 +0000 (Tue, 03 Apr 2012)
Log Message:
-----------
Fix #30789: cycles still taking into account textured solid option when it should
have no effect.
Modified Paths:
--------------
trunk/blender/source/blender/editors/space_view3d/drawobject.c
Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c 2012-04-03 13:35:00 UTC (rev 45373)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c 2012-04-03 14:08:04 UTC (rev 45374)
@@ -109,12 +109,6 @@
#include "view3d_intern.h" // own include
-
-/* this condition has been made more complex since editmode can draw textures */
-#define CHECK_OB_DRAWTEXTURE(vd, dt) \
- ((ELEM(vd->drawtype, OB_TEXTURE, OB_MATERIAL) && dt > OB_SOLID) || \
- (vd->drawtype == OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
-
typedef enum eWireDrawMode {
OBDRAW_WIRE_OFF = 0,
OBDRAW_WIRE_ON = 1,
@@ -183,6 +177,20 @@
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);
+/* this condition has been made more complex since editmode can draw textures */
+static int check_object_draw_texture(Scene *scene, View3D *v3d, int drawtype)
+{
+ /* texture and material draw modes */
+ if(ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) && drawtype > OB_SOLID)
+ return TRUE;
+
+ /* textured solid */
+ if(v3d->drawtype == OB_SOLID && (v3d->flag2 & V3D_SOLID_TEX) && !scene_use_new_shading_nodes(scene))
+ return TRUE;
+
+ return FALSE;
+}
+
static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
@@ -315,7 +323,7 @@
return 0;
if (G.f & G_PICKSEL)
return 0;
- if (!CHECK_OB_DRAWTEXTURE(v3d, dt))
+ if (!check_object_draw_texture(scene, v3d, dt))
return 0;
if (ob == OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return 0;
@@ -3032,7 +3040,7 @@
EDBM_index_arrays_init(em, 1, 1, 1);
if (dt > OB_WIRE) {
- if (CHECK_OB_DRAWTEXTURE(v3d, dt)) {
+ if (check_object_draw_texture(scene, v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
@@ -3085,7 +3093,7 @@
glDepthMask(0); // disable write in zbuffer, needed for nice transp
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
- if (CHECK_OB_DRAWTEXTURE(v3d, dt))
+ if (check_object_draw_texture(scene, v3d, dt))
col1[3] = 0;
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
@@ -3112,7 +3120,7 @@
}
/* here starts all fancy draw-extra over */
- if ((me->drawflag & ME_DRAWEDGES) == 0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
+ if ((me->drawflag & ME_DRAWEDGES) == 0 && check_object_draw_texture(scene, v3d, dt)) {
/* we are drawing textures and 'ME_DRAWEDGES' is disabled, don't draw any edges */
/* only draw selected edges otherwise there is no way of telling if a face is selected */
@@ -3258,7 +3266,7 @@
draw_wire = OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
else if ( (draw_flags & DRAW_FACE_SELECT || (is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
- CHECK_OB_DRAWTEXTURE(v3d, dt))
+ check_object_draw_texture(scene, v3d, dt))
{
if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
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