From 4d45723dd1a7893f6db4b0977ee78f562a156f86 Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Tue, 27 Jun 2006 12:19:32 +0000 Subject: [PATCH] Bugfix #4497 When using Node Shaders, the OpenGL color (solid drawmode) in 3d window was still using the base Material only. That's a bit counter-intuitive yes... i've replaced this with a function that checks for the active material node color. Not perfect, but at least interactive. --- source/blender/src/drawobject.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c index 63d5ccbc705..71065055e86 100644 --- a/source/blender/src/drawobject.c +++ b/source/blender/src/drawobject.c @@ -108,9 +108,10 @@ #include "BDR_editobject.h" #include "BDR_vpaint.h" -#include "BSE_view.h" #include "BSE_drawview.h" +#include "BSE_node.h" #include "BSE_trans_types.h" +#include "BSE_view.h" #include "blendef.h" #include "mydevice.h" @@ -189,6 +190,7 @@ static int init_gl_materials(Object *ob, int check_alpha) for(a=1; a<=ob->totcol; a++) { ma= give_current_material(ob, a); + ma= editnode_get_active_material(ma); if(ma==NULL) ma= &defmaterial; if(aref+ma->emit)*ma->r;