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authorCampbell Barton <ideasman42@gmail.com>2008-05-07 04:37:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-05-07 04:37:38 +0400
commit4aa8dd0b633983b733d0655d583db8cc628a28ed (patch)
tree32d3ccb649a3a064156ca1b9b7935a1d74cea161 /source/blender
parent7d2e366e8ff0e58a469974d31d78b9d71ae30b52 (diff)
fix for [#10290] Wire object hid in the back of soled obj.
reverse wire draworder logic from r4059, wire-only meshes were not using a depth buffer which meant they would not be visible at all, if they were after an overlapping solid object in the scene (had this problem for peach too).
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/src/drawobject.c10
1 files changed, 7 insertions, 3 deletions
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index 181f797dbc9..561024fb74b 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -2425,19 +2425,23 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
if (draw_wire) {
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
+ *
+ * UPDATE bug #10290 - With this wire-only objects can draw
+ * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
*/
-
+#if 0
if (dt!=OB_WIRE) {
bglPolygonOffset(1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
-
+#endif
dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
-
+#if 0
if (dt!=OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(0.0);
}
+#endif
}
dm->release(dm);