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.
This commit is contained in:
Ton Roosendaal 2006-06-27 12:19:32 +00:00
parent 8d2f04ac74
commit 4d45723dd1

@ -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(a<MAXMATBUF) {
matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;