Vertex Paint: use original mesh data

This is already done in weight paint mode,
avoids a mesh refresh on selection changes.
This commit is contained in:
Campbell Barton 2018-08-08 15:17:30 +10:00
parent cb15854bf9
commit b6dba5caac
1 changed files with 4 additions and 0 deletions

View File

@ -36,6 +36,8 @@
#include "DNA_mesh_types.h"
#include "DNA_view3d_types.h"
#include "DEG_depsgraph_query.h"
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
@ -147,6 +149,8 @@ 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;