forked from bartvdbraak/blender
Fix T46749: Texture paint & shadeless mode fails
Using shadeless did nothing in texture-paint mode. (regression in 2.76)
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@ -3046,7 +3046,7 @@ class VIEW3D_PT_view3d_shading(Panel):
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col.prop(view, "use_matcap")
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if view.use_matcap:
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col.template_icon_view(view, "matcap_icon")
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elif view.viewport_shade == 'TEXTURED':
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if view.viewport_shade == 'TEXTURED' or context.mode == 'PAINT_TEXTURE':
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if scene.render.use_shading_nodes or gs.material_mode != 'GLSL':
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col.prop(view, "show_textured_shadeless")
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@ -410,9 +410,15 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
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solidtex = false;
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Gtexdraw.is_lit = 0;
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}
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else if ((ob->mode & OB_MODE_TEXTURE_PAINT) && BKE_scene_use_new_shading_nodes(scene)) {
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solidtex = true;
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if (v3d->flag2 & V3D_SHADELESS_TEX)
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Gtexdraw.is_lit = 0;
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else
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Gtexdraw.is_lit = -1;
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}
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else if ((v3d->drawtype == OB_SOLID) ||
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((ob->mode & OB_MODE_EDIT) && (v3d->drawtype != OB_TEXTURE)) ||
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((ob->mode & OB_MODE_TEXTURE_PAINT) && BKE_scene_use_new_shading_nodes(scene)))
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((ob->mode & OB_MODE_EDIT) && (v3d->drawtype != OB_TEXTURE)))
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{
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/* draw with default lights in solid draw mode and edit mode */
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solidtex = true;
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@ -1132,10 +1138,14 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
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if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
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else glFrontFace(GL_CCW);
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if ((v3d->drawtype == OB_TEXTURE) && (v3d->flag2 & V3D_SHADELESS_TEX))
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if ((v3d->flag2 & V3D_SHADELESS_TEX) &&
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((v3d->drawtype == OB_TEXTURE) || (ob->mode & OB_MODE_TEXTURE_PAINT)))
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{
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glColor3f(1.0f, 1.0f, 1.0f);
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else
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}
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else {
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glEnable(GL_LIGHTING);
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}
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{
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Mesh *me = ob->data;
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