now vertex paint uses the same overrides as weight paint - so wire draw mode allows vertex paint to be unlit (which is quite handy, previously you had to hide lamps).

This commit is contained in:
Campbell Barton
2012-04-24 23:47:10 +00:00
parent 48893dba24
commit 0943f4bc77
2 changed files with 3 additions and 3 deletions

View File

@@ -349,7 +349,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
/* texture draw is abused for mask selection mode, do this so wire draw
* with face selection in weight paint is not lit. */
if ((v3d->drawtype <= OB_WIRE) && (ob->mode & OB_MODE_WEIGHT_PAINT)) {
if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
solidtex = FALSE;
Gtexdraw.islit = 0;
}
@@ -953,7 +953,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *o
glEnable(GL_LIGHTING);
if (ob->mode & OB_MODE_WEIGHT_PAINT) {
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
/* weight paint mode exception */
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_material,
GPU_enable_material, NULL, ob->data, DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);

View File

@@ -3306,7 +3306,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
}
else if (dt == OB_SOLID) {
if (is_obact && ob->mode & OB_MODE_WEIGHT_PAINT) {
if (is_obact && ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
/* weight paint in solid mode, special case. focus on making the weights clear
* rather than the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);