diff options
author | Ton Roosendaal <ton@blender.org> | 2009-01-04 17:14:06 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2009-01-04 17:14:06 +0300 |
commit | f7cb86df3a9ceccc4d649e42735732a608169157 (patch) | |
tree | 558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/editors/space_view3d/drawarmature.c | |
parent | 74f9e98c828c17910405092785633373d4ae88e8 (diff) |
2.5
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index b1b1f504920..0931b6f04ff 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -1872,7 +1872,7 @@ static void draw_ebones(View3D *v3d, Object *ob, int dt) if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) { + for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) { if (eBone->layer & arm->layer) { if ((eBone->flag & (BONE_HIDDEN_A|BONE_NO_DEFORM))==0) { if (eBone->flag & (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL)) @@ -1889,7 +1889,7 @@ static void draw_ebones(View3D *v3d, Object *ob, int dt) /* if solid we draw it first */ if ((dt > OB_WIRE) && (arm->drawtype!=ARM_LINE)) { index= 0; - for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) { + for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) { if (eBone->layer & arm->layer) { if ((eBone->flag & BONE_HIDDEN_A)==0) { glPushMatrix(); @@ -1926,7 +1926,7 @@ static void draw_ebones(View3D *v3d, Object *ob, int dt) else if (arm->flag & ARM_EDITMODE) index= 0; /* do selection codes */ - for (eBone=G.edbo.first; eBone; eBone=eBone->next) { + for (eBone=arm->edbo->first; eBone; eBone=eBone->next) { if (eBone->layer & arm->layer) { if ((eBone->flag & BONE_HIDDEN_A)==0) { @@ -1983,7 +1983,7 @@ static void draw_ebones(View3D *v3d, Object *ob, int dt) if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) { + for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) { if(eBone->layer & arm->layer) { if ((eBone->flag & BONE_HIDDEN_A)==0) { @@ -2295,8 +2295,8 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, Base *base) colfac = (end-CFRA)/range; UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac))); - do_all_pose_actions(ob); - where_is_pose(ob); + do_all_pose_actions(scene, ob); + where_is_pose(scene, ob); draw_pose_channels(scene, v3d, base, OB_WIRE); } glDisable(GL_BLEND); @@ -2372,8 +2372,8 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, Base *base) CFRA= (int)ak->cfra; - do_all_pose_actions(ob); - where_is_pose(ob); + do_all_pose_actions(scene, ob); + where_is_pose(scene, ob); draw_pose_channels(scene, v3d, base, OB_WIRE); } glDisable(GL_BLEND); @@ -2454,8 +2454,8 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, Base *base) else CFRA= (int)floor(actframe+ctime); if (CFRA!=cfrao) { - do_all_pose_actions(ob); - where_is_pose(ob); + do_all_pose_actions(scene, ob); + where_is_pose(scene, ob); draw_pose_channels(scene, v3d, base, OB_WIRE); } } @@ -2470,8 +2470,8 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, Base *base) else CFRA= (int)floor(actframe-ctime); if (CFRA != cfrao) { - do_all_pose_actions(ob); - where_is_pose(ob); + do_all_pose_actions(scene, ob); + where_is_pose(scene, ob); draw_pose_channels(scene, v3d, base, OB_WIRE); } } |