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authorJoshua Leung <aligorith@gmail.com>2011-04-28 11:10:13 +0400
committerJoshua Leung <aligorith@gmail.com>2011-04-28 11:10:13 +0400
commitd97a1da261169d9e64c83ebc26f0460907e007d4 (patch)
tree7bffbcad2830d4d0cc99d16a29abccbde5c9ece9 /source
parent11305bd688fa7306d9d2c9eac2525df35ed31196 (diff)
Mwahahahaha! I think I've found the cause of that awful purple/pink
"glow" that was appearing on bones drawn using "octahedral" from certain angles. It seems to have been caused by a typo in the code used to "clear spec colour"
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index e68e1657096..3c570708032 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -2440,7 +2440,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
/* we use color for solid lighting */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL);
- glColor3ub(255,0,255); // clear spec
+ glColor3ub(255,255,255); // clear spec
glDisable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);