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authorCampbell Barton <ideasman42@gmail.com>2017-03-09 19:15:58 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-03-09 21:00:49 +0300
commit62cc226101fab61b5ae2f18f8cbe8f1e5ac6ce82 (patch)
tree52a6a05b1c103c0601b2465892163bc36325241d /source/blender/editors/space_view3d/view3d_intern.h
parent9de9f25b2455808335b5373003695610599daab7 (diff)
3D View: x-ray support for depth picking
Selection loop would draw the selection ignoring xray. Now draw in a separate pass after clearing the depth buffer, as with regular drawing. Also disable depth sorting, caller can sort the hit-list by depth if needed.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_intern.h')
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 87b3d95cd4e..c2b8d1f8bda 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -143,6 +143,8 @@ void draw_motion_paths_cleanup(View3D *v3d);
/* drawobject.c */
void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, const short dflag);
+void draw_object_select(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag);
+
bool draw_glsl_material(Scene *scene, struct Object *ob, View3D *v3d, const char dt);
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline);
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
@@ -195,7 +197,11 @@ void draw_sim_debug_data(Scene *scene, View3D *v3d, ARegion *ar);
void view3d_main_region_draw(const struct bContext *C, struct ARegion *ar);
void ED_view3d_draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, bool alphaoverride);
void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
-void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag);
+void ED_view3d_draw_select_loop(
+ ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar,
+ bool use_obedit_skip, bool use_nearest);
+
+void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag);\
void circf(float x, float y, float rad);
void circ(float x, float y, float rad);