Disabled GL_CULL_FACE in mesh drawing for vertex colors, weight paint.
This made faces hidden with normals pointing inside. Not nice for paint...
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@@ -252,7 +252,11 @@ static void meshDM_drawFacesColored(DerivedMesh *dm, int useTwoSide, unsigned ch
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useTwoSide= 0;
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}
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glEnable(GL_CULL_FACE);
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/* there's a conflict here... twosided colors versus culling...? */
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/* defined by history, only texture faces have culling option */
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/* we need that as mesh option builtin, next to double sided lighting */
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// glEnable(GL_CULL_FACE);
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glShadeModel(GL_SMOOTH);
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glBegin(glmode=GL_QUADS);
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for(a=start; a<end; a++, mface++, cp1+= 16) {
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