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authorCampbell Barton <ideasman42@gmail.com>2007-10-24 22:58:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2007-10-24 22:58:26 +0400
commit6c54cd87ce628e3de0630a46d8b313c544472c29 (patch)
tree3766fd3f4979a90b3ce2d0285e9e4bbee40f18b3 /source/blender/src/drawmesh.c
parent30be716fc8e0ada286a94a53bf64dc5d16402c24 (diff)
* Changing images in the UV view didnt work properly - reported as bug 7467 (own error, broke on UV in editmode conversion)
* when setting the face, images with alpha's will set the texface's alpha option. * added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly. * made a macro for checking if the object will draw with textures * textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked. * Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
Diffstat (limited to 'source/blender/src/drawmesh.c')
-rw-r--r--source/blender/src/drawmesh.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/src/drawmesh.c b/source/blender/src/drawmesh.c
index 36bad20d9f9..ba20771b179 100644
--- a/source/blender/src/drawmesh.c
+++ b/source/blender/src/drawmesh.c
@@ -222,7 +222,7 @@ int set_tpage(MTFace *tface)
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
-
+ glDisable ( GL_ALPHA_TEST );
return 0;
}
lasttface= tface;
@@ -744,7 +744,7 @@ static void draw_tfaces3D(Object *ob, Mesh *me, DerivedMesh *dm)
glLineWidth(1);
}
- /* Draw Selected Faces */
+ /* Draw Selected Faces */
if(G.f & G_DRAWFACES) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -960,7 +960,6 @@ static void draw_textured_begin(Object *ob)
Gtexdraw.istex = istex;
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, 0, 0, Gtexdraw.islit, 0, 0, 0);
- glDisable ( GL_ALPHA_TEST );
glShadeModel(GL_SMOOTH);
}