Fix #20548: flat shading not drawing right in sculpt mode.

This commit is contained in:
2010-03-22 17:17:36 +00:00
parent 867cad85b7
commit a2778a262b
6 changed files with 42 additions and 16 deletions

View File

@@ -353,6 +353,8 @@ static void build_mesh_leaf_node(PBVH *bvh, PBVHNode *node)
node->uniq_verts,
node->uniq_verts + node->face_verts);
node->flag |= PBVH_UpdateDrawBuffers;
BLI_ghash_free(map, NULL, NULL);
}
@@ -361,6 +363,8 @@ static void build_grids_leaf_node(PBVH *bvh, PBVHNode *node)
node->draw_buffers =
GPU_build_grid_buffers(bvh->grids, node->prim_indices,
node->totprim, bvh->gridsize);
node->flag |= PBVH_UpdateDrawBuffers;
}
/* Recursively build a node in the tree
@@ -855,7 +859,7 @@ static void pbvh_update_BB_redraw(PBVH *bvh, PBVHNode **nodes,
}
}
static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode, int smooth)
{
PBVHNode *node;
int n;
@@ -870,7 +874,8 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
bvh->grids,
node->prim_indices,
node->totprim,
bvh->gridsize);
bvh->gridsize,
smooth);
}
else {
GPU_update_mesh_buffers(node->draw_buffers,
@@ -930,9 +935,6 @@ void BLI_pbvh_update(PBVH *bvh, int flag, float (*face_nors)[3])
if(flag & (PBVH_UpdateBB|PBVH_UpdateOriginalBB|PBVH_UpdateRedraw))
pbvh_update_BB_redraw(bvh, nodes, totnode, flag);
if(flag & PBVH_UpdateDrawBuffers)
pbvh_update_draw_buffers(bvh, nodes, totnode);
if(flag & (PBVH_UpdateBB|PBVH_UpdateOriginalBB))
pbvh_flush_bb(bvh, bvh->nodes, flag);
@@ -1297,9 +1299,18 @@ int BLI_pbvh_node_planes_contain_AABB(PBVHNode *node, void *data)
return 1;
}
void BLI_pbvh_draw(PBVH *bvh, float (*planes)[4], float (*face_nors)[3])
void BLI_pbvh_draw(PBVH *bvh, float (*planes)[4], float (*face_nors)[3], int smooth)
{
BLI_pbvh_update(bvh, PBVH_UpdateNormals|PBVH_UpdateDrawBuffers, face_nors);
PBVHNode **nodes;
int totnode;
BLI_pbvh_search_gather(bvh, update_search_cb, SET_INT_IN_POINTER(PBVH_UpdateNormals|PBVH_UpdateDrawBuffers),
&nodes, &totnode);
pbvh_update_normals(bvh, nodes, totnode, face_nors);
pbvh_update_draw_buffers(bvh, nodes, totnode, smooth);
if(nodes) MEM_freeN(nodes);
if(planes) {
BLI_pbvh_search_callback(bvh, BLI_pbvh_node_planes_contain_AABB,