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authorAntony Riakiotakis <kalast@gmail.com>2015-02-26 17:20:30 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-02-26 17:20:30 +0300
commit84f314c8755f7a9de14fe834dac5460d2b3dbab4 (patch)
tree2dc32e9a3dde6e357fe8f6393db3c51f06266f93 /source/blender/editors
parent46fe39ff312cd13e3a8955a7244e7bd4c8cf6dac (diff)
Remove redundant glInitNames calls (shouod be handled in selection code
now.)
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/armature/armature_select.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/editors/armature/armature_select.c b/source/blender/editors/armature/armature_select.c
index da5d660c676..a292d2c2683 100644
--- a/source/blender/editors/armature/armature_select.c
+++ b/source/blender/editors/armature/armature_select.c
@@ -174,7 +174,6 @@ void *get_nearest_bone(bContext *C, short findunsel, int x, int y)
rect.xmin = rect.xmax = x;
rect.ymin = rect.ymax = y;
- glInitNames();
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
if (hits > 0)
@@ -291,8 +290,6 @@ static EditBone *get_nearest_editbonepoint(ViewContext *vc, const int mval[2],
int i, mindep = 4;
short hits;
- glInitNames();
-
/* find the bone after the current active bone, so as to bump up its chances in selection.
* this way overlapping bones will cycle selection state as with objects. */
if (ebone_next_act &&