diff options
Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 14 |
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); } /** |