forked from bartvdbraak/blender
Fix/workaround for GLSL textured and matcap modes for dyntopo
Currently used special checks in DM draw code, perhaps better would be simply to flush changes from PBVH to DM. Anyway, now things seems to be working OK, will check on better solution from code point of view later.
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@ -1111,6 +1111,19 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
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index_mp_to_orig = NULL;
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}
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/* TODO: same as for solid draw, not entirely correct, but works fine for now,
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* will skip using textures (dyntopo currently destroys UV anyway) and
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* works fine for matcap
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*/
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if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH) {
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if (dm->numTessFaceData) {
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setMaterial(1, &gattribs);
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BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, FALSE);
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}
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return;
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}
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cdDM_update_normals_from_pbvh(dm);
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matnr = -1;
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@ -1412,6 +1425,19 @@ static void cdDM_drawMappedFacesMat(DerivedMesh *dm,
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index_mp_to_orig = NULL;
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}
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/* TODO: same as for solid draw, not entirely correct, but works fine for now,
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* will skip using textures (dyntopo currently destroys UV anyway) and
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* works fine for matcap
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*/
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if (cddm->pbvh && cddm->pbvh_draw && BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH) {
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if (dm->numTessFaceData) {
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setMaterial(userData, 1, NULL);
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BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, FALSE);
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}
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return;
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}
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cdDM_update_normals_from_pbvh(dm);
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matnr = -1;
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