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authorTon Roosendaal <ton@blender.org>2003-11-18 14:22:17 +0300
committerTon Roosendaal <ton@blender.org>2003-11-18 14:22:17 +0300
commitbc22e2242a528b7b7917b2a04958adf37e3c45cc (patch)
tree75c3cf2a82dc005db76ded905efd7d4731224c86 /source/blender/src/mywindow.c
parent683b51fe83b3fe0c147c5c07067a442948dcf82d (diff)
- removed temporal patch from myortho2() in mywindow.c, and changed
all calls to ortho2 with correctness offset of 0.375 instead of 0.5. this efficiently solves bug in drawing UV lines as reported. cvS: ----------------------------------------------------------------------
Diffstat (limited to 'source/blender/src/mywindow.c')
-rw-r--r--source/blender/src/mywindow.c8
1 files changed, 2 insertions, 6 deletions
diff --git a/source/blender/src/mywindow.c b/source/blender/src/mywindow.c
index a9bc8d756d8..060cef8abc5 100644
--- a/source/blender/src/mywindow.c
+++ b/source/blender/src/mywindow.c
@@ -427,15 +427,11 @@ void mywinposition(int winid, int xmin, int xmax, int ymin, int ymax) /* watch:
void bwin_ortho(int winid, float x1, float x2, float y1, float y2, float n, float f)
{
bWindow *bwin= bwin_from_winid(winid);
- float offs= 0.125;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- // in blender it's always called with -0.5... according to opengl
- // manual it should be (-)0.375 for correctness.
-
- //offs= 0.01*G.rt;
- glOrtho(x1+offs, x2+offs, y1+offs, y2+offs, n, f);
+
+ glOrtho(x1, x2, y1, y2, n, f);
glGetFloatv(GL_PROJECTION_MATRIX, (float *)bwin->winmat);
glMatrixMode(GL_MODELVIEW);