Object Drawing: avoid redundant material update
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@@ -4285,7 +4285,9 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
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scene->customdata_mask);
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DM_update_materials(finalDM, ob);
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DM_update_materials(cageDM, ob);
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if (cageDM != finalDM) {
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DM_update_materials(cageDM, ob);
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}
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if (dt > OB_WIRE) {
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const bool glsl = draw_glsl_material(scene, ob, v3d, dt);
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