diff options
author | Joshua Leung <aligorith@gmail.com> | 2009-09-07 15:05:16 +0400 |
---|---|---|
committer | Joshua Leung <aligorith@gmail.com> | 2009-09-07 15:05:16 +0400 |
commit | a83aa92e80aace4509ab26a98d805c3cb2b2683e (patch) | |
tree | 51cce254f3cf4abe5e1b7015f7256d2aef95ecc8 /source/blender/editors/space_view3d/drawarmature.c | |
parent | 10c18d72f49738d6b4caef3bfff7af87927e5d26 (diff) |
2.5 - Armature/Pose Bugfixes:
* Added missing prototype from arithb
* Added define for Axis-Angle rotations. This has not yet been hooked up for actual usage yet, since there are some issues regarding evaluation which I'd like to investigate further first.
* Editing numbuttons for posechannel transforms now updates in realtime. Sending ND_POSE|ND_TRANSFORM was causing confusion for the listeners (which only check for either/or)
* Partial fix for axis drawing on bones. Now the axes are drawn at the tips of the bones again, but unfortunately the texts aren't (since they only use the object matrix, they get drawn at the origin).
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index a5718386554..fa810677fe8 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -1816,7 +1816,7 @@ static void draw_pose_channels(Scene *scene, View3D *v3d, RegionView3D *rv3d, Ba if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) { glPushMatrix(); glMultMatrixf(pchan->pose_mat); - //glTranslatef(0.0f, pchan->bone->length, 0.0f); + glTranslatef(0.0f, pchan->bone->length, 0.0f); drawaxes(0.25f*pchan->bone->length, 0, OB_ARROWS); glPopMatrix(); } @@ -2000,7 +2000,7 @@ static void draw_ebones(View3D *v3d, RegionView3D *rv3d, Object *ob, int dt) if (arm->flag & ARM_DRAWAXES) { glPushMatrix(); set_matrix_editbone(eBone); - //glTranslatef(0.0f, eBone->length, 0.0f); + glTranslatef(0.0f, eBone->length, 0.0f); drawaxes(eBone->length*0.25f, 0, OB_ARROWS); glPopMatrix(); } |