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authorTon Roosendaal <ton@blender.org>2004-11-08 21:39:09 +0300
committerTon Roosendaal <ton@blender.org>2004-11-08 21:39:09 +0300
commit0eb05b9d25450e487fc5019901a4de8945800a21 (patch)
treed81aac8f83f94eedfb797a465988dc246972d819 /source/blender/src/drawobject.c
parent72fd0789a46de765336a44c14805c9d3a1256b9a (diff)
Three cosmetic fixes;
- Mesh editmode, draw 'bleeding edges' works again for subsurf (not optimal) - New draw method (again!) for armature-add-bone loop. Should work now! Is also nice for cpu this version - Draw screen edges (black lines inbetween windows) should not draw leftmost
Diffstat (limited to 'source/blender/src/drawobject.c')
-rw-r--r--source/blender/src/drawobject.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index 84f2845ad00..bffda80f8f4 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -2590,7 +2590,7 @@ static void drawmeshwire_wirextra(DispListMesh *dlm, int optimal, char alpha)
/* (bleeding edges) to illustrate selection is defined on vertex basis */
/* but cannot do with subdivided edges... */
- if(dlm==NULL && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
+ if( (dlm==NULL || optimal==0) && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);