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authorJoshua Leung <aligorith@gmail.com>2018-04-24 18:37:28 +0300
committerJoshua Leung <aligorith@gmail.com>2018-04-24 20:18:31 +0300
commit58650a7599da9b4d56045ac599173fc92d3e5c68 (patch)
tree0e57d713a6816d487d64fa47e40cc319874bf4f8 /source/blender/editors/animation/anim_draw.c
parentb671b1759c0428f2a5f786888616bdccaba30cef (diff)
UI Tweak: Don't hide frame range indicators when preview range is shown
After discussing with UI team, it's better to show both ranges, to make it clearer that we have an "overlay" with the preview range.
Diffstat (limited to 'source/blender/editors/animation/anim_draw.c')
-rw-r--r--source/blender/editors/animation/anim_draw.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index 623a3e82ecc..c70d3133c29 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -192,13 +192,6 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
// TODO: Should we still show these when preview range is enabled?
void ANIM_draw_framerange(Scene *scene, View2D *v2d)
{
- /* Don't draw frame range when preview range is enabled.
- * Otherwise we get nasty/confusing visual conflicts
- */
- if (PRVRANGEON) {
- return;
- }
-
/* draw darkened area outside of active timeline frame range */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);