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Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c11
1 files changed, 2 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 1306e832592..1d9a515a5f2 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -431,10 +431,9 @@ static void draw_bonevert_solid(void)
glNewList(displist, GL_COMPILE);
qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- glShadeModel(GL_SMOOTH);
+ gluQuadricDrawStyle(qobj, GLU_FILL);
+ /* Draw tips of a bone */
gluSphere(qobj, 0.05, 8, 5);
- glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
@@ -890,7 +889,6 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
gluQuadricDrawStyle(qobj, GLU_FILL);
- glShadeModel(GL_SMOOTH);
}
else {
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
@@ -968,7 +966,6 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
/* restore */
if (dt == OB_SOLID) {
- glShadeModel(GL_FLAT);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
@@ -1770,7 +1767,6 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* and draw blended distances */
if (arm->flag & ARM_POSEMODE) {
glEnable(GL_BLEND);
- //glShadeModel(GL_SMOOTH);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
@@ -1793,7 +1789,6 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
- //glShadeModel(GL_FLAT);
}
}
@@ -2217,7 +2212,6 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* and draw blended distances */
glEnable(GL_BLEND);
- //glShadeModel(GL_SMOOTH);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
@@ -2232,7 +2226,6 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
- //glShadeModel(GL_FLAT);
}
/* if solid we draw it first */