diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 38 |
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); |