void draw_mesh_paint_vcolor_faces(DerivedMesh *dm, const bool use_light, void *facemask_cb, void *user_data, const Mesh *me) { DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_object_material_bind : NULL; int flags = 0; if (use_light) { draw_mesh_paint_light_begin(); flags |= DM_DRAW_NEED_NORMALS; } if (me->mloopcol) { dm->drawMappedFaces(dm, facemask_cb, setMaterial, NULL, user_data, DM_DRAW_USE_COLORS | flags); } else { glColor3f(1.0f, 1.0f, 1.0f); dm->drawMappedFaces(dm, facemask_cb, setMaterial, NULL, user_data, flags); } if (use_light) { draw_mesh_paint_light_end(); } }
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light, void *facemask_cb, void *user_data) { if (use_light) { draw_mesh_paint_light_begin(); } dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask_cb, GPU_enable_material, NULL, user_data, DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH); if (use_light) { draw_mesh_paint_light_end(); } }
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light, void *facemask_cb, void *user_data) { DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_enable_material : NULL; if (use_light) { draw_mesh_paint_light_begin(); } dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask_cb, setMaterial, NULL, user_data, DM_DRAW_USE_COLORS); if (use_light) { draw_mesh_paint_light_end(); } }
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light, void *facemask_cb, void *user_data) { DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_object_material_bind : NULL; int flags = DM_DRAW_USE_COLORS; if (use_light) { draw_mesh_paint_light_begin(); flags |= DM_DRAW_NEED_NORMALS; } dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask_cb, setMaterial, NULL, user_data, flags); if (use_light) { draw_mesh_paint_light_end(); } }
void draw_mesh_paint_vcolor_faces(DerivedMesh *dm, const bool use_light, void *facemask_cb, void *user_data, const Mesh *me) { if (use_light) { draw_mesh_paint_light_begin(); } if (me->mloopcol) { dm->drawMappedFaces(dm, facemask_cb, GPU_enable_material, NULL, user_data, DM_DRAW_USE_COLORS | DM_DRAW_ALWAYS_SMOOTH); } else { glColor3f(1.0f, 1.0f, 1.0f); dm->drawMappedFaces(dm, facemask_cb, GPU_enable_material, NULL, user_data, DM_DRAW_ALWAYS_SMOOTH); } if (use_light) { draw_mesh_paint_light_end(); } }