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