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authorCampbell Barton <ideasman42@gmail.com>2012-02-26 01:27:45 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-02-26 01:27:45 +0400
commit72e1316dc4b607440430779d78a26a76a4527c4b (patch)
tree70dd28c09f303e1776da7290a8fefea4d153feaf /source/blender/editors/space_view3d/drawobject.c
parented46c2344e93a39cdcf6bb51484a0e515bad4ac8 (diff)
minor style edits
- use GL_TRUE/FALSE for glLightModeli - use set for python checks against multiple string values.
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 2abfb9bac98..15278233552 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3013,7 +3013,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
else {
/* 3 floats for position,
* 3 for normal and times two because the faces may actually be quads instead of triangles */
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
@@ -3021,7 +3021,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
// Setup for drawing wire over, disable zbuffer
@@ -3338,7 +3338,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
draw_mesh_object_outline(v3d, ob, dm);
}
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (me->flag & ME_TWOSIDED) ? GL_TRUE : GL_FALSE);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
@@ -3366,7 +3366,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
if (base->flag & SELECT) {
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);