Fix #20548: flat shading not drawing right in sculpt mode.
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@@ -520,11 +520,11 @@ void *GPU_build_mesh_buffers(GHash *map, MVert *mvert, MFace *mface,
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}
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void GPU_update_grid_buffers(void *buffers_v, DMGridData **grids,
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int *grid_indices, int totgrid, int gridsize)
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int *grid_indices, int totgrid, int gridsize, int smooth)
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{
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GPU_Buffers *buffers = buffers_v;
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DMGridData *vert_data;
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int i, totvert;
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int i, j, k, totvert;
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totvert= gridsize*gridsize*totgrid;
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@@ -539,6 +539,22 @@ void GPU_update_grid_buffers(void *buffers_v, DMGridData **grids,
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for(i = 0; i < totgrid; ++i) {
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DMGridData *grid= grids[grid_indices[i]];
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memcpy(vert_data, grid, sizeof(DMGridData)*gridsize*gridsize);
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if(!smooth) {
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/* for flat shading, recalc normals and set the last vertex of
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each quad in the index buffer to have the flat normal as
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that is what opengl will use */
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for(j = 0; j < gridsize-1; ++j) {
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for(k = 0; k < gridsize-1; ++k) {
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normal_quad_v3(vert_data[(j+1)*gridsize + (k+1)].no,
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vert_data[(j+1)*gridsize + k].co,
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vert_data[(j+1)*gridsize + k+1].co,
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vert_data[j*gridsize + k+1].co,
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vert_data[j*gridsize + k].co);
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}
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}
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}
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vert_data += gridsize*gridsize;
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}
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glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
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@@ -589,10 +605,10 @@ void *GPU_build_grid_buffers(DMGridData **grids,
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for(i = 0; i < totgrid; ++i) {
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for(j = 0; j < gridsize-1; ++j) {
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for(k = 0; k < gridsize-1; ++k) {
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*(quad_data++)= offset + j*gridsize + k+1;
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*(quad_data++)= offset + j*gridsize + k;
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*(quad_data++)= offset + (j+1)*gridsize + k;
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*(quad_data++)= offset + (j+1)*gridsize + k+1;
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*(quad_data++)= offset + j*gridsize + k+1;
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}
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}
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@@ -619,10 +635,10 @@ void *GPU_build_grid_buffers(DMGridData **grids,
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for(i = 0; i < totgrid; ++i) {
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for(j = 0; j < gridsize-1; ++j) {
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for(k = 0; k < gridsize-1; ++k) {
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*(quad_data++)= offset + j*gridsize + k+1;
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*(quad_data++)= offset + j*gridsize + k;
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*(quad_data++)= offset + (j+1)*gridsize + k;
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*(quad_data++)= offset + (j+1)*gridsize + k+1;
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*(quad_data++)= offset + j*gridsize + k+1;
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}
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}
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@@ -642,7 +658,6 @@ void *GPU_build_grid_buffers(DMGridData **grids,
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/* Build VBO */
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if(buffers->index_buf)
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glGenBuffersARB(1, &buffers->vert_buf);
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GPU_update_grid_buffers(buffers, grids, grid_indices, totgrid, gridsize);
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buffers->tot_quad = totquad;
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