[Bf-blender-cvs] [cced076] master: Matcaps.
Antony Riakiotakis
noreply at git.blender.org
Tue Apr 8 00:26:10 CEST 2014
Commit: cced07661a4fcfd156caec81073d97c060677a15
Author: Antony Riakiotakis
Date: Tue Apr 8 01:24:45 2014 +0300
https://developer.blender.org/rBcced07661a4fcfd156caec81073d97c060677a15
Matcaps.
Instead of setting color every time, just set it on material enable.
Handles all cases of surfaces. Thanks to Campbell for pointing out!
===================================================================
M source/blender/editors/space_view3d/drawobject.c
M source/blender/gpu/intern/gpu_draw.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index cfb4e1f..61866b6 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3190,8 +3190,6 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
}
else if (check_object_draw_texture(scene, v3d, dt)) {
if (draw_glsl_material(scene, ob, v3d, dt)) {
- /* this will be ignored mostly, but is relevant for matcaps */
- glColor3f(1.0f, 1.0f, 1.0f);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
@@ -3471,8 +3469,6 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
Paint *p;
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);
- /* this will get ignored mostly, will only be relevant for matcaps */
- glColor3f(1.0, 1.0, 1.0);
if ((v3d->flag2 & V3D_SHOW_SOLID_MATCAP) && ob->sculpt && (p = BKE_paint_get_active(scene))) {
GPUVertexAttribs gattribs;
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 64ab701..99f98f7 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1597,6 +1597,9 @@ int GPU_enable_material(int nr, void *attribs)
else
glDisable(GL_CULL_FACE);
}
+
+ if (GMS.use_matcaps)
+ glColor3f(1.0, 1.0, 1.0f);
}
else {
/* or do fixed function opengl material */
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