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).
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@@ -349,7 +349,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
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/* texture draw is abused for mask selection mode, do this so wire draw
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* with face selection in weight paint is not lit. */
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if ((v3d->drawtype <= OB_WIRE) && (ob->mode & OB_MODE_WEIGHT_PAINT)) {
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if ((v3d->drawtype <= OB_WIRE) && (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT))) {
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solidtex = FALSE;
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Gtexdraw.islit = 0;
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}
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@@ -953,7 +953,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *o
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glEnable(GL_LIGHTING);
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if (ob->mode & OB_MODE_WEIGHT_PAINT) {
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if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
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/* weight paint mode exception */
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dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions_material,
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GPU_enable_material, NULL, ob->data, DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH);
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@@ -3306,7 +3306,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
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}
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}
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else if (dt == OB_SOLID) {
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if (is_obact && ob->mode & OB_MODE_WEIGHT_PAINT) {
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if (is_obact && ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
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/* weight paint in solid mode, special case. focus on making the weights clear
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* rather than the shading, this is also forced in wire view */
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GPU_enable_material(0, NULL);
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