Fix glShadeModel being left flat in edit-mode draw

This commit is contained in:
Campbell Barton 2016-06-13 19:21:46 +10:00
parent 8d8c5a542c
commit 617c4d6adb
2 changed files with 4 additions and 3 deletions

@ -1185,6 +1185,10 @@ static void emDM_drawMappedFaces(
if (draw_option_prev == DM_DRAW_OPTION_STIPPLE) {
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
if (shade_prev == GL_FLAT) {
glShadeModel(GL_SMOOTH);
}
}
static void bmdm_get_tri_uv(BMLoop *ltri[3], MLoopUV *luv[3], const int cd_loop_uv_offset)

@ -5760,8 +5760,6 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glShadeModel(GL_SMOOTH);
if (pset->brushtype == PE_BRUSH_WEIGHT)
glLineWidth(2.0f);
@ -5876,7 +5874,6 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}