diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-11-15 06:11:08 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2018-11-15 06:11:08 +0300 |
commit | 8c7727946c5bbf5119cd82c3ae08dcb65ab8076e (patch) | |
tree | 97c5191b44b29ab3e6bc44d471dfdff27b3a0ab6 /source/blender | |
parent | b3d84853ac5f90e0f54a19ee088ce67c7bd47ec7 (diff) |
Gizmo: tweak navigation drawing for axis views
Axis aligned views now show both small/large handles,
this makes it possible to well if the view is in front or behind.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c index ae5ce27cd8d..356f671345a 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c @@ -292,8 +292,8 @@ static void axis_geom_draw( bool ok = true; - /* skip view align axis */ - if ((axis_align == axis) && (gz->matrix_offset[axis][2] > 0.0f) == is_pos) { + /* Skip view align axis when selecting (allows to switch to opposite side). */ + if (select && ((axis_align == axis) && (gz->matrix_offset[axis][2] > 0.0f) == is_pos)) { ok = false; } if (ok) { @@ -313,7 +313,7 @@ static void axis_geom_draw( * This is a detail so primary axes show as dominant. */ const bool is_pos_color = ( - ((axis_order[axis_index].depth > (axis_depth_bias * (is_pos ? -1 : 1))) == (axis_align != axis))); + axis_order[axis_index].depth > (axis_depth_bias * (is_pos ? -1 : 1))); if (select == false) { @@ -355,7 +355,7 @@ static void axis_geom_draw( { GPU_matrix_push(); GPU_matrix_translate_3fv(v_final); - GPU_matrix_scale_1f(show_axis_char ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG); + GPU_matrix_scale_1f(is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG); GPUBatch *sphere = GPU_batch_preset_sphere(0); GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR); |