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authorJoshua Leung <aligorith@gmail.com>2009-09-07 15:05:16 +0400
committerJoshua Leung <aligorith@gmail.com>2009-09-07 15:05:16 +0400
commita83aa92e80aace4509ab26a98d805c3cb2b2683e (patch)
tree51cce254f3cf4abe5e1b7015f7256d2aef95ecc8 /source/blender/editors/space_view3d
parent10c18d72f49738d6b4caef3bfff7af87927e5d26 (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')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c4
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();
}