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Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c38
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 01bdc1ba941..ca813e919fc 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -1804,7 +1804,7 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, EditMesh *em)
if(v3d->zbuf && (v3d->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
- if(v3d->zbuf) bglPolygonOffset(5.0);
+ if(v3d->zbuf) bglPolygonOffset(v3d->dist, 5.0);
if(G.f & G_DRAW_EDGELEN) {
UI_GetThemeColor3fv(TH_TEXT, col);
@@ -1939,7 +1939,7 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, EditMesh *em)
if(v3d->zbuf) {
glEnable(GL_DEPTH_TEST);
- bglPolygonOffset(0.0);
+ bglPolygonOffset(v3d->dist, 0.0);
}
}
@@ -2014,7 +2014,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, Object *ob, EditMesh *em, D
// write to show selected edge wires better
UI_ThemeColor(TH_WIRE);
- bglPolygonOffset(1.0);
+ bglPolygonOffset(v3d->dist, 1.0);
glDepthMask(0);
}
else {
@@ -2117,7 +2117,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, Object *ob, EditMesh *em, D
if(dt>OB_WIRE) {
glDepthMask(1);
- bglPolygonOffset(0.0);
+ bglPolygonOffset(v3d->dist, 0.0);
GPU_disable_material();
}
@@ -2349,7 +2349,7 @@ static void draw_mesh_fancy(Scene *scene, View3D *v3d, Base *base, int dt, int f
* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
*/
if (dt!=OB_WIRE && draw_wire==2) {
- bglPolygonOffset(1.0);
+ bglPolygonOffset(v3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
@@ -2357,7 +2357,7 @@ static void draw_mesh_fancy(Scene *scene, View3D *v3d, Base *base, int dt, int f
if (dt!=OB_WIRE && draw_wire==2) {
glDepthMask(1);
- bglPolygonOffset(0.0);
+ bglPolygonOffset(v3d->dist, 0.0);
}
}
@@ -2388,7 +2388,7 @@ static int draw_mesh_object(Scene *scene, View3D *v3d, Base *base, int dt, int f
if(dt>OB_WIRE) {
// no transp in editmode, the fancy draw over goes bad then
glsl = draw_glsl_material(scene, ob, v3d, dt);
- GPU_set_object_materials(scene, ob, glsl, NULL);
+ GPU_set_object_materials(v3d, scene, ob, glsl, NULL);
}
draw_em_fancy(scene, v3d, ob, G.editMesh, cageDM, finalDM, dt);
@@ -2407,7 +2407,7 @@ static int draw_mesh_object(Scene *scene, View3D *v3d, Base *base, int dt, int f
check_alpha = check_material_alpha(base, ob, glsl);
if(dt==OB_SOLID || glsl) {
- GPU_set_object_materials(scene, ob, glsl,
+ GPU_set_object_materials(v3d, scene, ob, glsl,
(check_alpha)? &do_alpha_pass: NULL);
}
@@ -2722,7 +2722,7 @@ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
}
else {
if(draw_glsl_material(scene, ob, v3d, dt)) {
- GPU_set_object_materials(scene, ob, 1, NULL);
+ GPU_set_object_materials(v3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
}
else if(dt == OB_SHADED) {
@@ -2730,7 +2730,7 @@ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
drawDispListshaded(lb, ob);
}
else {
- GPU_set_object_materials(scene, ob, 0, NULL);
+ GPU_set_object_materials(v3d, scene, ob, 0, NULL);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
drawDispListsolid(lb, ob, 0);
}
@@ -2760,7 +2760,7 @@ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
if(dl->nors==NULL) addnormalsDispList(ob, lb);
if(draw_glsl_material(scene, ob, v3d, dt)) {
- GPU_set_object_materials(scene, ob, 1, NULL);
+ GPU_set_object_materials(v3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
}
else if(dt==OB_SHADED) {
@@ -2768,7 +2768,7 @@ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
drawDispListshaded(lb, ob);
}
else {
- GPU_set_object_materials(scene, ob, 0, NULL);
+ GPU_set_object_materials(v3d, scene, ob, 0, NULL);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
drawDispListsolid(lb, ob, 0);
@@ -2788,7 +2788,7 @@ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
if(solid) {
if(draw_glsl_material(scene, ob, v3d, dt)) {
- GPU_set_object_materials(scene, ob, 1, NULL);
+ GPU_set_object_materials(v3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
}
else if(dt == OB_SHADED) {
@@ -2797,7 +2797,7 @@ static int drawDispList(Scene *scene, View3D *v3d, Base *base, int dt)
drawDispListshaded(lb, ob);
}
else {
- GPU_set_object_materials(scene, ob, 0, NULL);
+ GPU_set_object_materials(v3d, scene, ob, 0, NULL);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
drawDispListsolid(lb, ob, 0);
@@ -4593,7 +4593,7 @@ static void drawWireExtra(Scene *scene, View3D *v3d, Object *ob)
}
}
- bglPolygonOffset(1.0);
+ bglPolygonOffset(v3d->dist, 1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
@@ -4610,7 +4610,7 @@ static void drawWireExtra(Scene *scene, View3D *v3d, Object *ob)
}
glDepthMask(1);
- bglPolygonOffset(0.0);
+ bglPolygonOffset(v3d->dist, 0.0);
}
/* should be called in view space */
@@ -5376,7 +5376,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, Object *ob)
em_solidoffs= bbs_mesh_solid_EM(scene, v3d, dm, scene->selectmode & SCE_SELECT_FACE);
- bglPolygonOffset(1.0);
+ bglPolygonOffset(v3d->dist, 1.0);
// we draw edges always, for loop (select) tools
em_wireoffs= bbs_mesh_wire(dm, em_solidoffs);
@@ -5386,7 +5386,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, Object *ob)
em_vertoffs= bbs_mesh_verts(dm, em_wireoffs);
else em_vertoffs= em_wireoffs;
- bglPolygonOffset(0.0);
+ bglPolygonOffset(v3d->dist, 0.0);
dm->release(dm);
@@ -5430,7 +5430,7 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, Object *ob, int
if(dm) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
- GPU_set_object_materials(scene, ob, glsl, NULL);
+ GPU_set_object_materials(v3d, scene, ob, glsl, NULL);
}
else {
glEnable(GL_COLOR_MATERIAL);