Merge branch 'master' into blender2.8
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@@ -432,7 +432,7 @@ static void draw_bonevert_solid(void)
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qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_FILL);
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// Draw tips of a bone
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/* Draw tips of a bone */
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gluSphere(qobj, 0.05, 8, 5);
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gluDeleteQuadric(qobj);
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@@ -4492,9 +4492,8 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short dflag,
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GPU_object_material_bind(dl->col + 1, use_glsl ? &gattribs : NULL);
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col = dl->col;
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}
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// FLAT/SMOOTH shading for surfaces
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if (dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
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else glShadeModel(GL_FLAT);
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/* FLAT/SMOOTH shading for surfaces */
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glShadeModel((dl->rt & CU_SMOOTH) ? GL_SMOOTH : GL_FLAT);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, dl->verts);
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@@ -509,11 +509,12 @@ void GPU_basic_shader_bind(int options)
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glDisable(GL_POLYGON_STIPPLE);
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}
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if (options & GPU_SHADER_FLAT_NORMAL)
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if (options & GPU_SHADER_FLAT_NORMAL) {
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glShadeModel(GL_FLAT);
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else
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}
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else {
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glShadeModel(GL_SMOOTH);
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}
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}
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GPU_MATERIAL_STATE.bound_options = options;
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@@ -1863,11 +1863,13 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
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GPU_buffer_bind(buffers->index_buf, GPU_BINDING_INDEX);
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}
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if (wireframe)
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if (wireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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else {
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bound_options = GPU_basic_shader_bound_options();
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GPU_basic_shader_bind(bound_options | ((buffers->smooth || buffers->face_indices_len) ? 0 : GPU_SHADER_FLAT_NORMAL));
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GPU_basic_shader_bind(bound_options | ((buffers->smooth || buffers->face_indices_len) ?
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0 : GPU_SHADER_FLAT_NORMAL));
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}
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if (buffers->tot_quad) {
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@@ -1961,8 +1961,9 @@ int GPU_object_material_bind(int nr, void *attribs)
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}
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else {
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/* or do fixed function opengl material */
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GPU_basic_shader_colors(GMS.matbuf[nr].diff,
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GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
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GPU_basic_shader_colors(
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GMS.matbuf[nr].diff,
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GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
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if (GMS.two_sided_lighting)
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GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
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@@ -36,7 +36,7 @@ void main()
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varying_normal = normalize(gl_NormalMatrix * gl_Normal);
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#endif
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#if defined(USE_FLAT_NORMAL)
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// transform vertex into eyespace
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/* transform vertex into eyespace */
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eyespace_vert_pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
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#endif
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