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authorCampbell Barton <ideasman42@gmail.com>2010-12-20 06:59:22 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-12-20 06:59:22 +0300
commit3bed4cbf2b4c09dcb62197b8a8c4ec4224abc8b7 (patch)
treefc800fc89f29db4ac9d951ff148b8424c8cb7c73 /source/blender/editors/space_view3d/drawarmature.c
parent17f37dceccb99d7eb58f7c29908eeb2bd87cd7ff (diff)
fix [#25283] Edge length display difficult to read
- made theme colors for mesh edge len & face angle/area display. - use %g rather then %f for float display, trims unneeded zeros. - store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context. - use unsigned char for more color functions, avoids casting to glColorubv().
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c36
1 files changed, 22 insertions, 14 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 89da66e269a..27cb305f78f 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -1886,6 +1886,12 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
+
+ unsigned char col[4];
+ float col_f[3];
+ glGetFloatv(GL_CURRENT_COLOR, col_f); /* incase this is not set below */
+ rgb_float_to_byte(col_f, col);
+ col[3]= 255;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
@@ -1894,17 +1900,16 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (pchan->bone->layer & arm->layer) {
if (arm->flag & (ARM_EDITMODE|ARM_POSEMODE)) {
bone= pchan->bone;
-
- if (bone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
- else UI_ThemeColor(TH_TEXT);
+ UI_GetThemeColor3ubv((bone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
}
- else if (dt > OB_WIRE)
- UI_ThemeColor(TH_TEXT);
-
+ else if (dt > OB_WIRE) {
+ UI_GetThemeColor3ubv(TH_TEXT, col);
+ }
+
/* Draw names of bone */
if (arm->flag & ARM_DRAWNAMES) {
mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail);
- view3d_cached_text_draw_add(vec, pchan->name, 10, 0);
+ view3d_cached_text_draw_add(vec, pchan->name, 10, 0, col);
}
/* Draw additional axes on the bone tail */
@@ -1913,7 +1918,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
-
+
+ glColor3ubv(col);
drawaxes(pchan->bone->length*0.25f, OB_ARROWS);
glPopMatrix();
@@ -2088,21 +2094,22 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
// patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
+ unsigned char col[4];
+ col[3]= 255;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (eBone=arm->edbo->first; eBone; eBone=eBone->next) {
if(eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A)==0) {
-
- if (eBone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
- else UI_ThemeColor(TH_TEXT);
-
+
+ UI_GetThemeColor3ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
+
/* Draw name */
if (arm->flag & ARM_DRAWNAMES) {
mid_v3_v3v3(vec, eBone->head, eBone->tail);
glRasterPos3fv(vec);
- view3d_cached_text_draw_add(vec, eBone->name, 10, 0);
+ view3d_cached_text_draw_add(vec, eBone->name, 10, 0, col);
}
/* Draw additional axes */
if (arm->flag & ARM_DRAWAXES) {
@@ -2110,7 +2117,8 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
get_matrix_editbone(eBone, bmat);
bone_matrix_translate_y(bmat, eBone->length);
glMultMatrixf(bmat);
-
+
+ glColor3ubv(col);
drawaxes(eBone->length*0.25f, OB_ARROWS);
glPopMatrix();