Fix #20221: switching to weight paint in textured viewport shading
mode leaves objects blue.
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@@ -1769,7 +1769,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
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CDDM_calc_normals(dm);
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}
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if(dataMask & CD_MASK_WEIGHT_MCOL)
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if((dataMask & CD_MASK_WEIGHT_MCOL) && (ob->mode & OB_MODE_WEIGHT_PAINT))
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add_weight_mcol_dm(ob, dm);
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}
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@@ -1835,7 +1835,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
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CDDM_apply_vert_coords(finaldm, deformedVerts);
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CDDM_calc_normals(finaldm);
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if(dataMask & CD_MASK_WEIGHT_MCOL)
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if((dataMask & CD_MASK_WEIGHT_MCOL) && (ob->mode & OB_MODE_WEIGHT_PAINT))
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add_weight_mcol_dm(ob, finaldm);
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} else if(dm) {
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finaldm = dm;
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@@ -1847,7 +1847,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
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CDDM_calc_normals(finaldm);
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}
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if(dataMask & CD_MASK_WEIGHT_MCOL)
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if((dataMask & CD_MASK_WEIGHT_MCOL) && (ob->mode & OB_MODE_WEIGHT_PAINT))
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add_weight_mcol_dm(ob, finaldm);
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}
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