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authorCampbell Barton <ideasman42@gmail.com>2010-01-11 21:10:13 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-01-11 21:10:13 +0300
commit491e365514654e14df3afe7e070f6574bf0e8d6e (patch)
treeabc033ecef831e779078984e629c65fe4a51bb8b /source/blender/editors
parent9df5bfe404b9c827ebf2e36453e000d72bafc9d4 (diff)
- draw mesh wire faded into the 3D view background color when in particle mode, the mesh and particle selection colors conflict too much making it hard to see particles.
- show proportional editmode button in particle editmode.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c31
1 files changed, 22 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 77d8ed0f24d..3fca79cd2f0 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -2489,15 +2489,28 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
}
if (draw_wire) {
- /* If drawing wire and drawtype is not OB_WIRE then we are
- * overlaying the wires.
- *
- * UPDATE bug #10290 - With this wire-only objects can draw
- * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
- *
- * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
- * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
- */
+
+ /* When using wireframe object traw in particle edit mode
+ * the mesh gets in the way of seeing the particles, fade the wire color
+ * with the background. */
+ if(ob==OBACT && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
+ float col_wire[4], col_bg[4], col[3];
+
+ UI_GetThemeColor3fv(TH_BACK, col_bg);
+ glGetFloatv(GL_CURRENT_COLOR, col_wire);
+ interp_v3_v3v3(col, col_bg, col_wire, 0.15);
+ glColor3fv(col);
+ }
+
+ /* If drawing wire and drawtype is not OB_WIRE then we are
+ * overlaying the wires.
+ *
+ * UPDATE bug #10290 - With this wire-only objects can draw
+ * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
+ *
+ * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
+ * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
+ */
if (dt!=OB_WIRE && draw_wire==2) {
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better