Revision: 45374
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45374
Author:   blendix
Date:     2012-04-03 14:08:04 +0000 (Tue, 03 Apr 2012)
Log Message:
-----------
Fix #30789: cycles still taking into account textured solid option when it 
should
have no effect.

Modified Paths:
--------------
    trunk/blender/source/blender/editors/space_view3d/drawobject.c

Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2012-04-03 13:35:00 UTC (rev 45373)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2012-04-03 14:08:04 UTC (rev 45374)
@@ -109,12 +109,6 @@
 
 #include "view3d_intern.h"  // own include
 
-
-/* this condition has been made more complex since editmode can draw textures 
*/
-#define CHECK_OB_DRAWTEXTURE(vd, dt)                                          \
-    ((ELEM(vd->drawtype, OB_TEXTURE, OB_MATERIAL) && dt > OB_SOLID) ||         
 \
-     (vd->drawtype == OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
-
 typedef enum eWireDrawMode {
        OBDRAW_WIRE_OFF = 0,
        OBDRAW_WIRE_ON = 1,
@@ -183,6 +177,20 @@
 static void draw_empty_sphere(float size);
 static void draw_empty_cone(float size);
 
+/* this condition has been made more complex since editmode can draw textures 
*/
+static int check_object_draw_texture(Scene *scene, View3D *v3d, int drawtype)
+{
+       /* texture and material draw modes */
+    if(ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) && drawtype > OB_SOLID)
+               return TRUE;
+
+       /* textured solid */
+       if(v3d->drawtype == OB_SOLID && (v3d->flag2 & V3D_SOLID_TEX) && 
!scene_use_new_shading_nodes(scene))
+               return TRUE;
+       
+       return FALSE;
+}
+
 static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
 {
        if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
@@ -315,7 +323,7 @@
                return 0;
        if (G.f & G_PICKSEL)
                return 0;
-       if (!CHECK_OB_DRAWTEXTURE(v3d, dt))
+       if (!check_object_draw_texture(scene, v3d, dt))
                return 0;
        if (ob == OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
                return 0;
@@ -3032,7 +3040,7 @@
        EDBM_index_arrays_init(em, 1, 1, 1);
 
        if (dt > OB_WIRE) {
-               if (CHECK_OB_DRAWTEXTURE(v3d, dt)) {
+               if (check_object_draw_texture(scene, v3d, dt)) {
                        if (draw_glsl_material(scene, ob, v3d, dt)) {
                                glFrontFace((ob->transflag & OB_NEG_SCALE) ? 
GL_CW : GL_CCW);
 
@@ -3085,7 +3093,7 @@
                glDepthMask(0);     // disable write in zbuffer, needed for 
nice transp
                
                /* don't draw unselected faces, only selected, this is MUCH 
nicer when texturing */
-               if (CHECK_OB_DRAWTEXTURE(v3d, dt))
+               if (check_object_draw_texture(scene, v3d, dt))
                        col1[3] = 0;
                
                draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
@@ -3112,7 +3120,7 @@
        }
 
        /* here starts all fancy draw-extra over */
-       if ((me->drawflag & ME_DRAWEDGES) == 0 && CHECK_OB_DRAWTEXTURE(v3d, 
dt)) {
+       if ((me->drawflag & ME_DRAWEDGES) == 0 && 
check_object_draw_texture(scene, v3d, dt)) {
                /* we are drawing textures and 'ME_DRAWEDGES' is disabled, 
don't draw any edges */
                
                /* only draw selected edges otherwise there is no way of 
telling if a face is selected */
@@ -3258,7 +3266,7 @@
                draw_wire = OBDRAW_WIRE_ON; /* draw wire only, no depth buffer 
stuff  */
        }
        else if ( (draw_flags & DRAW_FACE_SELECT || (is_obact && ob->mode & 
OB_MODE_TEXTURE_PAINT)) ||
-                 CHECK_OB_DRAWTEXTURE(v3d, dt))
+                 check_object_draw_texture(scene, v3d, dt))
        {
                if ( (v3d->flag & V3D_SELECT_OUTLINE) &&
                     ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&

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