[#26482] Solidify / Animation Opengl render. no texture.
workaround for view3d datamask not being correct on opengl render.
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@@ -4469,6 +4469,7 @@ static void direct_link_scene(FileData *fd, Scene *sce)
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sce->obedit= NULL;
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sce->stats= NULL;
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sce->fps_info= NULL;
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sce->customdata_mask_modal= 0;
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sound_create_scene(sce);
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@@ -179,6 +179,7 @@ Base *ED_view3d_give_base_under_cursor(struct bContext *C, short *mval);
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void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
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int ED_view3d_lock(struct RegionView3D *rv3d);
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unsigned int ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
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unsigned int ED_viewedit_datamask(struct bScreen *screen);
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#endif /* ED_VIEW3D_H */
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@@ -294,6 +294,9 @@ static int screen_opengl_render_init(bContext *C, wmOperator *op)
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oglrender->v3d= CTX_wm_view3d(C);
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oglrender->ar= CTX_wm_region(C);
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oglrender->rv3d= CTX_wm_region_view3d(C);
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/* MUST be cleared on exit */
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oglrender->scene->customdata_mask_modal= ED_view3d_datamask(oglrender->scene, oglrender->v3d);
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}
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/* create image and image user */
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@@ -337,6 +340,8 @@ static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
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GPU_offscreen_free(oglrender->ofs);
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oglrender->scene->customdata_mask_modal= 0;
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MEM_freeN(oglrender);
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}
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@@ -1943,6 +1943,22 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
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/* *********************** customdata **************** */
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CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
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{
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CustomDataMask mask= 0;
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if(v3d->drawtype == OB_SHADED) {
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/* this includes normals for mesh_create_shadedColors */
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mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
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}
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if((v3d->drawtype == OB_TEXTURE) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) {
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mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
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if(scene->gm.matmode == GAME_MAT_GLSL)
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mask |= CD_MASK_ORCO;
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}
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return mask;
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}
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/* goes over all modes and view3d settings */
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CustomDataMask ED_viewedit_datamask(bScreen *screen)
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{
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@@ -1958,17 +1974,7 @@ CustomDataMask ED_viewedit_datamask(bScreen *screen)
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/* check if we need tfaces & mcols due to view mode */
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for(sa = screen->areabase.first; sa; sa = sa->next) {
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if(sa->spacetype == SPACE_VIEW3D) {
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View3D *view = sa->spacedata.first;
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if(view->drawtype == OB_SHADED) {
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/* this includes normals for mesh_create_shadedColors */
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mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
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}
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if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
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mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
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if(scene->gm.matmode == GAME_MAT_GLSL)
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mask |= CD_MASK_ORCO;
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}
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mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first);
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}
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}
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@@ -784,6 +784,8 @@ typedef struct Scene {
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unsigned int lay; /* bitflags for layer visibility */
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int layact; /* active layer */
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unsigned int customdata_mask; /* XXX. runtime flag for drawing, actually belongs in the window, only used by object_handle_update() */
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unsigned int customdata_mask_modal; /* XXX. same as above but for temp operator use (gl renders) */
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unsigned int pad4;
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short flag; /* various settings */
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@@ -313,6 +313,9 @@ void wm_event_do_notifiers(bContext *C)
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/* copied to set's in scene_update_tagged_recursive() */
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win->screen->scene->customdata_mask= win_combine_v3d_datamask;
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/* XXX, hack so operators can enforce datamasks [#26482], gl render */
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win->screen->scene->customdata_mask |= win->screen->scene->customdata_mask_modal;
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scene_update_tagged(CTX_data_main(C), win->screen->scene);
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}
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}
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