Fix part of #20468: material changes when switch to sculpt mode.
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@@ -414,15 +414,17 @@ static void cdDM_drawFacesSolid(DerivedMesh *dm,
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}
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if(cddm->pbvh) {
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float (*face_nors)[3] = CustomData_get_layer(&dm->faceData, CD_NORMAL);
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if(dm->numFaceData) {
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float (*face_nors)[3] = CustomData_get_layer(&dm->faceData, CD_NORMAL);
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/* should be per face */
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if(dm->numFaceData && mface->flag & ME_SMOOTH)
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glShadeModel(GL_SMOOTH);
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/* should be per face */
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if(!setMaterial(mface->mat_nr+1, NULL))
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return;
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BLI_pbvh_draw(cddm->pbvh, partial_redraw_planes, face_nors);
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glShadeModel(GL_FLAT);
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glShadeModel((mface->flag & ME_SMOOTH)? GL_SMOOTH: GL_FLAT);
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BLI_pbvh_draw(cddm->pbvh, partial_redraw_planes, face_nors);
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glShadeModel(GL_FLAT);
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}
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return;
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}
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@@ -1240,13 +1240,15 @@ static void ccgDM_drawFacesSolid(DerivedMesh *dm, float (*partial_redraw_planes)
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MEM_freeN(faces);
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}
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/* should be per face */
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if(faceFlags && faceFlags[0] & ME_SMOOTH)
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glShadeModel(GL_SMOOTH);
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if(dm->numFaceData) {
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/* should be per face */
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if(!setMaterial(faceFlags[1], NULL))
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return;
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BLI_pbvh_draw(ccgdm->pbvh, partial_redraw_planes, NULL);
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glShadeModel(GL_FLAT);
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glShadeModel((faceFlags[0] & ME_SMOOTH)? GL_SMOOTH: GL_FLAT);
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BLI_pbvh_draw(ccgdm->pbvh, partial_redraw_planes, NULL);
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glShadeModel(GL_FLAT);
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}
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return;
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}
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