DRW: Fix vertex paint using original object for batch cache

This commit is contained in:
Clément Foucault 2018-12-17 17:01:54 +01:00
parent 4cd558b711
commit 144178bacf
Notes: blender-bot 2023-02-14 09:36:46 +01:00
Referenced by issue #59258, Particle system crashes
1 changed files with 0 additions and 2 deletions

View File

@ -149,8 +149,6 @@ static void PAINT_VERTEX_cache_populate(void *vedata, Object *ob)
const View3D *v3d = draw_ctx->v3d;
if ((ob->type == OB_MESH) && (ob == draw_ctx->obact)) {
/* We're always painting on original, display original data. */
ob = DEG_get_original_object(ob);
const Mesh *me = ob->data;
const bool use_wire = (v3d->overlay.paint_flag & V3D_OVERLAY_PAINT_WIRE) != 0;
const bool use_surface = v3d->overlay.vertex_paint_mode_opacity != 0.0f;