diff options
author | Ton Roosendaal <ton@blender.org> | 2004-11-08 21:39:09 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2004-11-08 21:39:09 +0300 |
commit | 0eb05b9d25450e487fc5019901a4de8945800a21 (patch) | |
tree | d81aac8f83f94eedfb797a465988dc246972d819 /source/blender/src/drawobject.c | |
parent | 72fd0789a46de765336a44c14805c9d3a1256b9a (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.c | 2 |
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); |