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authorTon Roosendaal <ton@blender.org>2013-04-19 19:02:37 +0400
committerTon Roosendaal <ton@blender.org>2013-04-19 19:02:37 +0400
commited8b199ac50487d7045ecb73c80a7f40726c072b (patch)
tree013d441df70c074b13b7f0e39cdf55427b43c064 /source
parent1c502d83167b24eb0b9e55b4254463fc6331e5ed (diff)
UI drawing fix:
Wrongly replaced a "&" with "|" for a define. That made node headers in node editor draw too dark. Also made header for default node not use alpha. In general this drawing is not very good - it gets too transparent and dark. Needs nicer AA function in interface, will be done later.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/interface/interface_draw.c2
-rw-r--r--source/blender/editors/space_node/node_draw.c9
2 files changed, 7 insertions, 4 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 86d3fcc1ebf..cd2a2161315 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -390,7 +390,7 @@ void uiRoundRect(float minx, float miny, float maxx, float maxy, float rad)
/* (old, used in outliner) plain antialiased filled box */
void uiRoundBox(float minx, float miny, float maxx, float maxy, float rad)
{
- ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype | UI_RB_ALPHA);
+ ui_draw_anti_roundbox(GL_POLYGON, minx, miny, maxx, maxy, rad, roundboxtype & UI_RB_ALPHA);
}
/* ************** SPECIAL BUTTON DRAWING FUNCTIONS ************* */
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 1f19374be17..aaf37a1e9ef 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -775,9 +775,12 @@ static void node_draw_basis(const bContext *C, ARegion *ar, SpaceNode *snode, bN
/* shadow */
node_draw_shadow(snode, node, BASIS_RAD, 1.0f);
- /* header */
- if (color_id == TH_NODE)
- UI_ThemeColorShade(color_id, -20);
+ /* header uses color from backdrop, but we make it opaqie */
+ if (color_id == TH_NODE) {
+ float col[3];
+ UI_GetThemeColorShade3fv(color_id, -20, col);
+ glColor4f(col[0], col[1], col[2], 1.0f);
+ }
else
UI_ThemeColor(color_id);