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source/blender/editors/uvedit/uvedit_draw.c
| Context not available. | |||||
| col[3] = 0.5f; /* hard coded alpha, not that nice */ | col[3] = 0.5f; /* hard coded alpha, not that nice */ | ||||
| glShadeModel(GL_SMOOTH); | |||||
| BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { | BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { | ||||
| tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); | tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset); | ||||
| Context not available. | |||||
| BLI_buffer_free(&av_buf); | BLI_buffer_free(&av_buf); | ||||
| BLI_buffer_free(&auv_buf); | BLI_buffer_free(&auv_buf); | ||||
| glShadeModel(GL_FLAT); | |||||
| break; | break; | ||||
| } | } | ||||
| } | } | ||||
| Context not available. | |||||
| UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1); | UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1); | ||||
| if (interpedges) { | if (interpedges) { | ||||
| glShadeModel(GL_SMOOTH); | GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); | ||||
| BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { | BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { | ||||
| if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) | if (!BM_elem_flag_test(efa, BM_ELEM_TAG)) | ||||
| continue; | continue; | ||||
| Context not available. | |||||
| } | } | ||||
| glEnd(); | glEnd(); | ||||
| } | } | ||||
| glShadeModel(GL_FLAT); | |||||
| } | } | ||||
| else { | else { | ||||
| BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { | BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) { | ||||
| Context not available. | |||||