Viewport Drawing: apply matcaps to all objects

This commit is contained in:
Campbell Barton 2014-01-29 03:39:19 +11:00
parent 90ff9d7dca
commit d34d7451a9
1 changed files with 8 additions and 7 deletions

View File

@ -6657,7 +6657,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
int i, selstart, selend, empty_object = 0;
short dtx;
char dt;
short zbufoff = 0;
bool zbufoff = false, is_paint = false;
const bool is_obact = (ob == OBACT);
const bool render_override = (v3d->flag2 & V3D_RENDER_OVERRIDE) != 0;
bool particle_skip_object = false; /* Draw particles but not their emitter object. */
@ -6761,21 +6761,22 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
if (dt < OB_SOLID) {
zbufoff = 1;
dt = OB_SOLID;
is_paint = true;
}
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) {
dt = OB_PAINT;
is_paint = true;
}
glEnable(GL_DEPTH_TEST);
}
}
else {
/* matcap check - only when not painting color */
if ((v3d->flag2 & V3D_SOLID_MATCAP) && (dt == OB_SOLID)) {
draw_object_matcap_check(v3d, ob);
}
}
}
/* matcap check - only when not painting color */
if ((v3d->flag2 & V3D_SOLID_MATCAP) && (dt == OB_SOLID) && (is_paint == false)) {
draw_object_matcap_check(v3d, ob);
}
/* draw-extra supported for boundbox drawmode too */