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authorCampbell Barton <ideasman42@gmail.com>2013-12-09 13:59:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-12-09 14:20:08 +0400
commit90e7be47101fedea8ca1b35e0118cdfdda1291a1 (patch)
tree71857a24b397759cfc12872f688d24a37562141f /source/blender/editors/space_view3d/drawobject.c
parentc46463eb3f66022533f4741e1dc4fb3d47475bfd (diff)
Fix T37727: z-offset problems with camera view
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index b4b8bd24703..225c58207e7 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3123,7 +3123,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
if (dt > OB_WIRE) {
draw_mesh_paint_weight_faces(finalDM, true, draw_em_fancy__setFaceOpts, me->edit_btmesh);
- bglPolygonOffset(rv3d->dist, 1.0);
+ ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0);
}
else {
@@ -3173,7 +3173,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
* write to show selected edge wires better */
UI_ThemeColor(TH_WIRE_EDIT);
- bglPolygonOffset(rv3d->dist, 1.0);
+ ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0);
}
else {
@@ -3319,12 +3319,12 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
if (dt > OB_WIRE) {
glDepthMask(1);
- bglPolygonOffset(rv3d->dist, 0.0);
+ ED_view3d_polygon_offset(rv3d, 0.0);
GPU_disable_material();
}
#if 0 /* currently not needed */
else if (use_occlude_wire) {
- bglPolygonOffset(rv3d->dist, 0.0);
+ ED_view3d_polygon_offset(rv3d, 0.0);
}
#endif
}
@@ -3565,7 +3565,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
- bglPolygonOffset(rv3d->dist, 1.0);
+ ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
}
@@ -3573,7 +3573,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
glDepthMask(1);
- bglPolygonOffset(rv3d->dist, 0.0);
+ ED_view3d_polygon_offset(rv3d, 0.0);
}
}
@@ -3583,10 +3583,10 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
if (!use_depth) glDisable(GL_DEPTH_TEST);
- else bglPolygonOffset(rv3d->dist, 1.0);
+ else ED_view3d_polygon_offset(rv3d, 1.0);
drawSelectedVertices(dm, ob->data);
if (!use_depth) glEnable(GL_DEPTH_TEST);
- else bglPolygonOffset(rv3d->dist, 0.0);
+ else ED_view3d_polygon_offset(rv3d, 0.0);
glPointSize(1.0f);
}
@@ -5756,7 +5756,7 @@ static void draw_empty_cone(float size)
static void draw_textcurs(RegionView3D *rv3d, float textcurs[4][2])
{
cpack(0);
- bglPolygonOffset(rv3d->dist, -1.0);
+ ED_view3d_polygon_offset(rv3d, -1.0);
set_inverted_drawing(1);
glBegin(GL_QUADS);
glVertex2fv(textcurs[0]);
@@ -5765,7 +5765,7 @@ static void draw_textcurs(RegionView3D *rv3d, float textcurs[4][2])
glVertex2fv(textcurs[3]);
glEnd();
set_inverted_drawing(0);
- bglPolygonOffset(rv3d->dist, 0.0);
+ ED_view3d_polygon_offset(rv3d, 0.0);
}
static void drawspiral(const float cent[3], float rad, float tmat[4][4], int start)
@@ -6377,7 +6377,7 @@ static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, unsign
glColor3ubv(ob_wire_col);
}
- bglPolygonOffset(rv3d->dist, 1.0);
+ ED_view3d_polygon_offset(rv3d, 1.0);
glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
@@ -6403,7 +6403,7 @@ static void draw_wire_extra(Scene *scene, RegionView3D *rv3d, Object *ob, unsign
}
glDepthMask(1);
- bglPolygonOffset(rv3d->dist, 0.0);
+ ED_view3d_polygon_offset(rv3d, 0.0);
}
}
@@ -7556,7 +7556,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
else
bm_solidoffs = 1;
- bglPolygonOffset(rv3d->dist, 1.0);
+ ED_view3d_polygon_offset(rv3d, 1.0);
/* we draw edges always, for loop (select) tools */
bbs_mesh_wire(em, dm, bm_solidoffs);
@@ -7571,7 +7571,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
bm_vertoffs = bm_wireoffs;
}
- bglPolygonOffset(rv3d->dist, 0.0);
+ ED_view3d_polygon_offset(rv3d, 0.0);
dm->release(dm);
}