forked from bartvdbraak/blender
Fix glShadeModel being left flat in edit-mode draw
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8d8c5a542c
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617c4d6adb
@ -1185,6 +1185,10 @@ static void emDM_drawMappedFaces(
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if (draw_option_prev == DM_DRAW_OPTION_STIPPLE) {
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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}
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if (shade_prev == GL_FLAT) {
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glShadeModel(GL_SMOOTH);
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}
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}
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static void bmdm_get_tri_uv(BMLoop *ltri[3], MLoopUV *luv[3], const int cd_loop_uv_offset)
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@ -5760,8 +5760,6 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glShadeModel(GL_SMOOTH);
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if (pset->brushtype == PE_BRUSH_WEIGHT)
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glLineWidth(2.0f);
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@ -5876,7 +5874,6 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glShadeModel(GL_FLAT);
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if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
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}
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