workaround for view3d datamask not being correct on opengl render.
sce->obedit= NULL;
sce->stats= NULL;
sce->fps_info= NULL;
sce->obedit= NULL;
sce->stats= NULL;
sce->fps_info= NULL;
+ sce->customdata_mask_modal= 0;
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
int ED_view3d_lock(struct RegionView3D *rv3d);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
int ED_view3d_lock(struct RegionView3D *rv3d);
+unsigned int ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
unsigned int ED_viewedit_datamask(struct bScreen *screen);
#endif /* ED_VIEW3D_H */
unsigned int ED_viewedit_datamask(struct bScreen *screen);
#endif /* ED_VIEW3D_H */
oglrender->v3d= CTX_wm_view3d(C);
oglrender->ar= CTX_wm_region(C);
oglrender->rv3d= CTX_wm_region_view3d(C);
oglrender->v3d= CTX_wm_view3d(C);
oglrender->ar= CTX_wm_region(C);
oglrender->rv3d= CTX_wm_region_view3d(C);
+
+ /* MUST be cleared on exit */
+ oglrender->scene->customdata_mask_modal= ED_view3d_datamask(oglrender->scene, oglrender->v3d);
}
/* create image and image user */
}
/* create image and image user */
GPU_offscreen_free(oglrender->ofs);
GPU_offscreen_free(oglrender->ofs);
+ oglrender->scene->customdata_mask_modal= 0;
+
/* *********************** customdata **************** */
/* *********************** customdata **************** */
+CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
+{
+ CustomDataMask mask= 0;
+ if(v3d->drawtype == OB_SHADED) {
+ /* this includes normals for mesh_create_shadedColors */
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
+ }
+ if((v3d->drawtype == OB_TEXTURE) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) {
+ mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
+
+ if(scene->gm.matmode == GAME_MAT_GLSL)
+ mask |= CD_MASK_ORCO;
+ }
+
+ return mask;
+}
/* goes over all modes and view3d settings */
CustomDataMask ED_viewedit_datamask(bScreen *screen)
{
/* goes over all modes and view3d settings */
CustomDataMask ED_viewedit_datamask(bScreen *screen)
{
/* check if we need tfaces & mcols due to view mode */
for(sa = screen->areabase.first; sa; sa = sa->next) {
if(sa->spacetype == SPACE_VIEW3D) {
/* check if we need tfaces & mcols due to view mode */
for(sa = screen->areabase.first; sa; sa = sa->next) {
if(sa->spacetype == SPACE_VIEW3D) {
- View3D *view = sa->spacedata.first;
- if(view->drawtype == OB_SHADED) {
- /* this includes normals for mesh_create_shadedColors */
- mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
- }
- if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
- mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
-
- if(scene->gm.matmode == GAME_MAT_GLSL)
- mask |= CD_MASK_ORCO;
- }
+ mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first);
unsigned int lay; /* bitflags for layer visibility */
int layact; /* active layer */
unsigned int customdata_mask; /* XXX. runtime flag for drawing, actually belongs in the window, only used by object_handle_update() */
unsigned int lay; /* bitflags for layer visibility */
int layact; /* active layer */
unsigned int customdata_mask; /* XXX. runtime flag for drawing, actually belongs in the window, only used by object_handle_update() */
+ unsigned int customdata_mask_modal; /* XXX. same as above but for temp operator use (gl renders) */
+ unsigned int pad4;
short flag; /* various settings */
short flag; /* various settings */
/* copied to set's in scene_update_tagged_recursive() */
win->screen->scene->customdata_mask= win_combine_v3d_datamask;
/* copied to set's in scene_update_tagged_recursive() */
win->screen->scene->customdata_mask= win_combine_v3d_datamask;
+ /* XXX, hack so operators can enforce datamasks [#26482], gl render */
+ win->screen->scene->customdata_mask |= win->screen->scene->customdata_mask_modal;
+
scene_update_tagged(CTX_data_main(C), win->screen->scene);
}
}
scene_update_tagged(CTX_data_main(C), win->screen->scene);
}
}