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authorCampbell Barton <ideasman42@gmail.com>2010-10-11 02:15:48 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-10-11 02:15:48 +0400
commit1579c1a5c90219777e8291f39564739509c579d7 (patch)
tree93bca81c5a7026c8935bf5186f54d21ac3167a68 /source/blender
parent52e6058bb4ee2916f440e7103e4067ec522a144e (diff)
weight-paint in solid draw mode would draw the wire twice, also change wire drawing to draw all edges and better visibility over yellow areas.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index d28813f7522..2206d744dc6 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -2520,24 +2520,25 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
* rather then the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1, GPU_enable_material);
-
+
bglPolygonOffset(rv3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
glEnable(GL_BLEND);
- glColor4ub(196, 196, 196, 196);
+ glColor4ub(255, 255, 255, 96);
glEnable(GL_LINE_STIPPLE);
- glLineStipple(1, 0x8888);
+ glLineStipple(1, 0xAAAA);
- dm->drawEdges(dm, 1, 0);
+ dm->drawEdges(dm, 1, 1);
bglPolygonOffset(rv3d->dist, 0.0);
glDepthMask(1);
glDisable(GL_LINE_STIPPLE);
GPU_disable_material();
-
-
+
+ /* since we already draw wire as wp guide, dont draw over the top */
+ draw_wire= 0;
}
else {
Paint *p;