diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-06-01 09:26:55 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-06-01 09:26:55 +0300 |
commit | c87cfcc8def345fb55d0bbf31e7323e7f1790a80 (patch) | |
tree | df307336cd7e319c40b5da85c8cc81dfde70bdae /source/blender/draw | |
parent | 63785a889c6d13e611520c1d9bcb2a94725dd44b (diff) |
3D View: make text overlay optional
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lookdev.c | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_view.c | 8 |
2 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 0e0bea53927..3894cc57c1f 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -86,7 +86,7 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata) EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; EEVEE_EffectsInfo *effects = stl->effects; EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); - + const DRWContextState *draw_ctx = DRW_context_state_get(); if (psl->lookdev_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) { diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 070a725d23d..4bf2e65ce6f 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -62,11 +62,13 @@ void DRW_draw_region_info(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *ar = draw_ctx->ar; - int offset; + int offset = 0; DRW_draw_cursor(); - offset = DRW_draw_region_engine_info_offset(); + if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) { + offset = DRW_draw_region_engine_info_offset(); + } view3d_draw_region_info(draw_ctx->evil_C, ar, offset); @@ -560,7 +562,7 @@ void DRW_draw_grid(void) void DRW_draw_background(void) { const DRWContextState *draw_ctx = DRW_context_state_get(); - + /* Just to make sure */ glDepthMask(GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |