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Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r--source/blender/draw/intern/draw_manager.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index e07ab26d122..c678fd974f3 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1417,7 +1417,7 @@ void DRW_draw_view(const bContext *C)
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.draw_text = (
- (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0 &&
+ (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
(v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
}
@@ -1437,7 +1437,7 @@ void DRW_draw_render_loop_ex(
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
- bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) && ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0));
+ bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) && ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
DST.draw_ctx.evil_C = evil_C;
DST.viewport = viewport;
@@ -1572,7 +1572,7 @@ void DRW_draw_render_loop_ex(
if (DST.draw_ctx.evil_C) {
/* needed so gizmo isn't obscured */
- if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) &&
((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0))
{
glDisable(GL_DEPTH_TEST);
@@ -1583,7 +1583,7 @@ void DRW_draw_render_loop_ex(
/* annotations - temporary drawing buffer (screenspace) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
- if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
+ if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) &&
(do_annotations))
{
glDisable(GL_DEPTH_TEST);
@@ -1592,7 +1592,7 @@ void DRW_draw_render_loop_ex(
glEnable(GL_DEPTH_TEST);
}
- if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
glDisable(GL_DEPTH_TEST);
@@ -2065,7 +2065,7 @@ void DRW_draw_select_loop(
}
}
if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
- if (!(v3d->flag2 & V3D_RENDER_OVERRIDE)) {
+ if (!(v3d->flag2 & V3D_HIDE_OVERLAYS)) {
/* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
Object *obpose = OBPOSE_FROM_OBACT(obact);
if (obpose) {
@@ -2487,7 +2487,7 @@ bool DRW_state_draw_support(void)
View3D *v3d = DST.draw_ctx.v3d;
return (DRW_state_is_scene_render() == false) &&
(v3d != NULL) &&
- ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
+ ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0);
}
/**