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authorPablo Vazquez <venomgfx@gmail.com>2018-11-21 21:14:56 +0300
committerPablo Vazquez <venomgfx@gmail.com>2018-11-21 21:14:56 +0300
commit79ef6f30f01fff2cd4c09b03684f24402c25bf21 (patch)
tree91724a7785c26275883aa5284e37a32edbbf4ad7 /source/blender/editors/mesh/editmesh_preselect_edgering.c
parent2ab798feb01fd1656143b37508b01ffcc1265ae9 (diff)
UI: Use primary gizmo color for loopcut edge pre-select.
Instead of hardcoded pink.
Diffstat (limited to 'source/blender/editors/mesh/editmesh_preselect_edgering.c')
-rw-r--r--source/blender/editors/mesh/editmesh_preselect_edgering.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/editors/mesh/editmesh_preselect_edgering.c b/source/blender/editors/mesh/editmesh_preselect_edgering.c
index ce62998a133..3b31b9c15f6 100644
--- a/source/blender/editors/mesh/editmesh_preselect_edgering.c
+++ b/source/blender/editors/mesh/editmesh_preselect_edgering.c
@@ -35,6 +35,8 @@
#include "ED_mesh.h"
+#include "UI_resources.h"
+
/* -------------------------------------------------------------------- */
/** \name Mesh Edge Ring Pre-Select
* Public API:
@@ -174,7 +176,7 @@ void EDBM_preselect_edgering_draw(
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
- immUniformColor3ub(255, 0, 255);
+ immUniformThemeColor3(TH_GIZMO_PRIMARY);
if (psel->edges_len > 0) {
immBegin(GPU_PRIM_LINES, psel->edges_len * 2);