Overlay: Integration of TexturePaint with Workbench
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Notes:
blender-bot
2023-02-14 10:11:49 +01:00
Referenced by issue #54924, Automatically merge vertices option dissolve a face Referenced by issue #54906, NodeGroup input doesn't work when unconnected in Eevee renderer. (Also Cycles to a degree)
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@ -196,11 +196,11 @@ int DRW_object_is_mode_shade(const Object *ob)
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BLI_assert(ob == DST.draw_ctx.obact);
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UNUSED_VARS_NDEBUG(ob);
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if ((DST.draw_ctx.object_mode & OB_MODE_EDIT) == 0) {
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if ((DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT)) > 0) {
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return !(ELEM(DST.draw_ctx.v3d->drawtype, OB_MATERIAL, OB_RENDER));
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}
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else if (DST.draw_ctx.object_mode & (OB_MODE_TEXTURE_PAINT)) {
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if ((DST.draw_ctx.v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0) {
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if ((DST.draw_ctx.object_mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) > 0) {
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if (ELEM(DST.draw_ctx.v3d->drawtype, OB_MATERIAL, OB_RENDER)) {
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return false;
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}
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else if ((DST.draw_ctx.v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0) {
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return true;
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}
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else {
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@ -195,7 +195,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
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{
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/* Create a pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
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DRW_STATE_BLEND | DRW_STATE_WIRE;
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DRW_STATE_MULTIPLY | DRW_STATE_WIRE;
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psl->image_faces = DRW_pass_create("Image Color Pass", state);
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stl->g_data->shgroup_fallback = DRW_shgroup_create(e_data.fallback_sh, psl->image_faces);
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