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authorMartin Poirier <theeth@yahoo.com>2005-07-11 15:09:26 +0400
committerMartin Poirier <theeth@yahoo.com>2005-07-11 15:09:26 +0400
commit10c4c6463c64b6f10765e25291036c2fbe6b5fce (patch)
treeafecf6e7e1a40705050c2bd8cc6cb5fe947749da /source/blender/include/BSE_view.h
parent8301d7ad00c07c3082cd5369d7bffc24fc284c0e (diff)
Boundbox select object mode optimisation.
Changed selectprojektie (and renamed to view3d_opengl_select as suggested by Ton) to accept a buffer size, so boundbox can adapt it's buffer size to the number of object in scene. Also, the loop is done more smartly, since glSelect fills the buffer in the same order as the drawing order, so we save lops of looping on unselected object (which used to go through all the buffer before finding that they weren't selected). This scheme could probably be applied to all the other loops using glSelect. (good project for newbie coders)
Diffstat (limited to 'source/blender/include/BSE_view.h')
-rw-r--r--source/blender/include/BSE_view.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/include/BSE_view.h b/source/blender/include/BSE_view.h
index 67aa7bfd6ad..5a70ebb5718 100644
--- a/source/blender/include/BSE_view.h
+++ b/source/blender/include/BSE_view.h
@@ -70,7 +70,7 @@ void centreview(void);
void restore_localviewdata(struct View3D *vd);
void endlocalview(struct ScrArea *sa);
void view3d_home(int centre);
-short selectprojektie(unsigned int *buffer, short x1, short y1, short x2, short y2);
+short view3d_opengl_select(unsigned int *buffer, unsigned int buffsize, short x1, short y1, short x2, short y2);
void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);
#endif