forked from bartvdbraak/blender
make solid faces draw vertex colors in editmode (they used to use only one of the faces colors per face)
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87b5701b26
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0599a56468
@ -733,6 +733,9 @@ static void emDM_drawFacesTex_common(DerivedMesh *dm,
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EditFace *efa;
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int i;
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/* always use smooth shading even for flat faces, else vertex colors wont interpolate */
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glShadeModel(GL_SMOOTH);
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if (vertexCos) {
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EditVert *eve;
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@ -757,7 +760,8 @@ static void emDM_drawFacesTex_common(DerivedMesh *dm,
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if (flag==1 && mcol)
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cp= (unsigned char*)mcol;
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glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
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/* we always want smooth here since otherwise vertex colors dont interpolate */
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/* glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT); */
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glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
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if (!drawSmooth) {
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@ -825,7 +829,8 @@ static void emDM_drawFacesTex_common(DerivedMesh *dm,
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if (flag==1 && mcol)
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cp= (unsigned char*)mcol;
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glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
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/* we always want smooth here since otherwise vertex colors dont interpolate */
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/*glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);*/
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glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
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if (!drawSmooth) {
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