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authorMatt Ebb <matt@mke3.net>2006-08-13 12:31:59 +0400
committerMatt Ebb <matt@mke3.net>2006-08-13 12:31:59 +0400
commite3d78dd4e1ed61091b6cedc8db6362f0f3c42021 (patch)
treef942ea0d3e3c03946a560c984f7da961acedc481 /source/blender/src/drawobject.c
parentd3028ec70d49bb7be62aa942cb7b111012ac95e2 (diff)
* Fix: Disabled radius tapering on 2d curves with filled front or back. It would be
really cool to get this working solidly, but there are many potential problems with the triangle face creation across the flat surfaces, especially when there are holes inside the curves. Maybe this could be a fun project for someone better at this than I? :) Taper object curves still cause similar problems... * Made the curve radius affect the 'Nsize' curve normal drawing too, so you don't need a bevel to see the value.
Diffstat (limited to 'source/blender/src/drawobject.c')
-rw-r--r--source/blender/src/drawobject.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index c1b599a71ba..70f3c4e095e 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -2913,11 +2913,13 @@ static void drawnurb(Base *base, Nurb *nurb, int dt)
BevPoint *bevp= (BevPoint *)(bl+1);
int nr= bl->nr;
int skip= nu->resolu/16;
+ float fac;
while (nr-->0) {
- float ox = G.scene->editbutsize*bevp->mat[0][0];
- float oy = G.scene->editbutsize*bevp->mat[0][1];
- float oz = G.scene->editbutsize*bevp->mat[0][2];
+ fac = calc_curve_subdiv_radius(cu, nu, (bl->nr - nr));
+ float ox = G.scene->editbutsize*fac*bevp->mat[0][0];
+ float oy = G.scene->editbutsize*fac*bevp->mat[0][1];
+ float oz = G.scene->editbutsize*fac*bevp->mat[0][2];
glVertex3f(bevp->x - ox, bevp->y - oy, bevp->z - oz);
glVertex3f(bevp->x + ox, bevp->y + oy, bevp->z + oz);