Object *ob= base->object;
Object *obedit= scene->obedit;
Mesh *me= ob->data;
- EditMesh *em= me->edit_mesh;
+ BMEditMesh *em= me->edit_btmesh;
- int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha;
+ int do_alpha_pass= 0, drawlinked= 0, retval= 0, glsl, check_alpha, i;
+
+ /* If we are drawing shadows and any of the materials don't cast a shadow,
+ * then don't draw the object */
+ if (v3d->flag2 & V3D_RENDER_SHADOW) {
+ for(i=0; i<ob->totcol; ++i) {
+ Material *ma= give_current_material(ob, i);
+ if (ma && !(ma->mode & MA_SHADBUF)) {
+ return 1;
+ }
+ }
+ }
if(obedit && ob!=obedit && ob->data==obedit->data) {
if(ob_get_key(ob) || ob_get_key(obedit));
switch( ob->type) {
case OB_MESH:
- {
if(ob->mode & OB_MODE_EDIT) {
Mesh *me= ob->data;
- EditMesh *em= me->edit_mesh;
+ BMEditMesh *em= me->edit_btmesh;
- DerivedMesh *dm = editmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
+ DerivedMesh *dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH);
- EM_init_index_arrays(em, 1, 1, 1);
+ EDBM_init_index_arrays(em, 1, 1, 1);
- bbs_mesh_solid_EM(scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
+ bbs_mesh_solid_EM(em, scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
if(ts->selectmode & SCE_SELECT_FACE)
- em_solidoffs = 1+em->totface;
+ bm_solidoffs = 1+em->bm->totface;
else
- em_solidoffs= 1;
+ bm_solidoffs= 1;
bglPolygonOffset(rv3d->dist, 1.0);
dm->release(dm);
- EM_free_index_arrays();
+ EDBM_free_index_arrays(em);
}
- else bbs_mesh_solid(scene, ob);
- }
+ else {
+ bbs_mesh_solid(scene, ob);
+ }
break;
case OB_CURVE:
case OB_SURF: