diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-07-21 05:30:26 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-07-21 05:30:26 +0400 |
commit | 98774eba0e459faf801d5be4bed3588b75166a1b (patch) | |
tree | 870566da7a5477b997210a3f6c86724ed74b9ba8 /source/blender/editors/space_view3d | |
parent | 28780342eddb0e1e767bf64d69cb99bd138d621f (diff) |
fix [#28037] Missing orange selection lines (trivial)
From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision.
Added a workaround, so the camera border is always drawn in 2d space,
since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 15 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 14 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_intern.h | 10 |
3 files changed, 37 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index e314d249e6d..e6889f4563f 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -1335,6 +1335,11 @@ static void draw_focus_cross(float dist, float size) glEnd(); } +#ifdef VIEW3D_CAMERA_BORDER_HACK +float view3d_camera_border_hack_col[4]; +short view3d_camera_border_hack_test= FALSE; +#endif + /* flag similar to draw_object() */ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int flag) { @@ -1348,7 +1353,15 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob const float scax= 1.0f / len_v3(ob->obmat[0]); const float scay= 1.0f / len_v3(ob->obmat[1]); const float scaz= 1.0f / len_v3(ob->obmat[2]); - + +#ifdef VIEW3D_CAMERA_BORDER_HACK + if(is_view && !(G.f & G_PICKSEL)) { + glGetFloatv(GL_CURRENT_COLOR, view3d_camera_border_hack_col); + view3d_camera_border_hack_test= TRUE; + return; + } +#endif + cam= ob->data; aspx= (float) scene->r.xsch*scene->r.xasp; aspy= (float) scene->r.ysch*scene->r.yasp; diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 0ed62f3953f..d2ff6eef097 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -1007,6 +1007,8 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) /* note: quite un-scientific but without this bit extra * 0.0001 on the lower left the 2D border sometimes * obscures the 3D camera border */ + /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticable + * but keep it here incase we need to remove the workaround */ x1i= (int)(x1 - 1.0001f); y1i= (int)(y1 - 1.0001f); x2i= (int)(x2 + (1.0f-0.0001f)); @@ -1039,7 +1041,17 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) setlinestyle(0); UI_ThemeColor(TH_BACK); glRectf(x1i, y1i, x2i, y2i); - + +#ifdef VIEW3D_CAMERA_BORDER_HACK + { + if(view3d_camera_border_hack_test == TRUE) { + glColor4fv(view3d_camera_border_hack_col); + glRectf(x1i+1, y1i+1, x2i-1, y2i-1); + view3d_camera_border_hack_test= FALSE; + } + } +#endif + setlinestyle(3); UI_ThemeColor(TH_WIRE); glRectf(x1i, y1i, x2i, y2i); diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h index aa92f0d0a59..d3886d48873 100644 --- a/source/blender/editors/space_view3d/view3d_intern.h +++ b/source/blender/editors/space_view3d/view3d_intern.h @@ -194,6 +194,16 @@ extern const char *view3d_context_dir[]; /* doc access */ /* draw_volume.c */ void draw_volume(struct ARegion *ar, struct GPUTexture *tex, float *min, float *max, int res[3], float dx, struct GPUTexture *tex_shadow); +/* workaround for trivial but noticable camera bug caused by imprecision + * between view border calculation in 2D/3D space, workaround for bug [#28037]. + * without this deifne we get the old behavior which is to try and align them + * both which _mostly_ works fine, but when the camera moves beyond ~1000 in + * any direction it starts to fail */ +#define VIEW3D_CAMERA_BORDER_HACK +#ifdef VIEW3D_CAMERA_BORDER_HACK +extern float view3d_camera_border_hack_col[4]; +extern short view3d_camera_border_hack_test; +#endif #endif /* ED_VIEW3D_INTERN_H */ |