Revision: 14254
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14254
Author:   campbellbarton
Date:     2008-03-26 21:17:20 +0100 (Wed, 26 Mar 2008)

Log Message:
-----------
make solid faces draw vertex colors in editmode (they used to use only one of 
the faces colors per face)

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c

Modified: trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c        
2008-03-26 19:38:59 UTC (rev 14253)
+++ trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c        
2008-03-26 20:17:20 UTC (rev 14254)
@@ -733,6 +733,9 @@
        EditFace *efa;
        int i;
 
+       /* always use smooth shading even for flat faces, else vertex colors 
wont interpolate */
+       glShadeModel(GL_SMOOTH);
+       
        if (vertexCos) {
                EditVert *eve;
 
@@ -757,7 +760,8 @@
                                if (flag==1 && mcol)
                                        cp= (unsigned char*)mcol;
 
-                               glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+                               /* we always want smooth here since otherwise 
vertex colors dont interpolate */
+                               /* glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT); 
*/
 
                                glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
                                if (!drawSmooth) {
@@ -825,7 +829,8 @@
                                if (flag==1 && mcol)
                                        cp= (unsigned char*)mcol;
 
-                               glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
+                               /* we always want smooth here since otherwise 
vertex colors dont interpolate */
+                               /*glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);*/
 
                                glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
                                if (!drawSmooth) {


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