diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 09c120477b7..9b455748713 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -1313,7 +1313,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) } #endif - if (v3d->drawtype > OB_WIRE) v3d->zbuf = TRUE; + if (v3d->drawtype > OB_WIRE) v3d->zbuf = true; /* dithering and AA break color coding, so disable */ glDisable(GL_DITHER); @@ -1378,7 +1378,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d) v3d->flag &= ~V3D_INVALID_BACKBUF; G.f &= ~G_BACKBUFSEL; - v3d->zbuf = FALSE; + v3d->zbuf = false; glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); if (multisample_enabled) @@ -1877,7 +1877,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) View3DAfter *v3da, *next; glDepthMask(0); - v3d->transp = TRUE; + v3d->transp = true; for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { next = v3da->next; @@ -1885,7 +1885,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d) BLI_remlink(&v3d->afterdraw_transp, v3da); MEM_freeN(v3da); } - v3d->transp = FALSE; + v3d->transp = false; glDepthMask(1); @@ -1899,14 +1899,14 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear) if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); - v3d->xray = TRUE; + v3d->xray = true; for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { next = v3da->next; draw_object(scene, ar, v3d, v3da->base, v3da->dflag); BLI_remlink(&v3d->afterdraw_xray, v3da); MEM_freeN(v3da); } - v3d->xray = FALSE; + v3d->xray = false; } @@ -1918,8 +1918,8 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int c if (clear && v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); - v3d->xray = TRUE; - v3d->transp = TRUE; + v3d->xray = true; + v3d->transp = true; for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { next = v3da->next; @@ -1928,8 +1928,8 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int c MEM_freeN(v3da); } - v3d->transp = FALSE; - v3d->xray = FALSE; + v3d->transp = false; + v3d->xray = false; } @@ -2230,7 +2230,7 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) glLoadMatrixf(rv3d->viewmat); - v3d->zbuf = TRUE; + v3d->zbuf = true; glEnable(GL_DEPTH_TEST); if (v3d->flag2 & V3D_SHOW_GPENCIL) { @@ -2272,7 +2272,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo ED_view3d_clipping_set(rv3d); } - v3d->zbuf = TRUE; + v3d->zbuf = true; glEnable(GL_DEPTH_TEST); /* draw set first */ @@ -2310,7 +2310,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo View3DAfter *v3da, *next; int mask_orig; - v3d->xray = TRUE; + v3d->xray = true; /* transp materials can change the depth mask, see #21388 */ glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig); @@ -2326,8 +2326,8 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo } /* draw 3 passes, transp/xray/xraytransp */ - v3d->xray = FALSE; - v3d->transp = TRUE; + v3d->xray = false; + v3d->transp = true; for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) { next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); @@ -2335,8 +2335,8 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo MEM_freeN(v3da); } - v3d->xray = TRUE; - v3d->transp = FALSE; + v3d->xray = true; + v3d->transp = false; for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) { next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); @@ -2344,8 +2344,8 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo MEM_freeN(v3da); } - v3d->xray = TRUE; - v3d->transp = TRUE; + v3d->xray = true; + v3d->transp = true; for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) { next = v3da->next; draw_object(scene, ar, v3d, v3da->base, 0); @@ -2354,8 +2354,8 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo } - v3d->xray = FALSE; - v3d->transp = FALSE; + v3d->xray = false; + v3d->transp = false; glDepthMask(mask_orig); } @@ -2626,11 +2626,11 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, /* set zbuffer */ if (v3d->drawtype > OB_WIRE) { - v3d->zbuf = TRUE; + v3d->zbuf = true; glEnable(GL_DEPTH_TEST); } else - v3d->zbuf = FALSE; + v3d->zbuf = false; /* important to do before clipping */ if (do_bgpic) { @@ -2687,7 +2687,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, /* cleanup */ if (v3d->zbuf) { - v3d->zbuf = FALSE; + v3d->zbuf = false; glDisable(GL_DEPTH_TEST); } @@ -3255,11 +3255,11 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const /* set zbuffer after we draw clipping region */ if (v3d->drawtype > OB_WIRE) { - v3d->zbuf = TRUE; + v3d->zbuf = true; glEnable(GL_DEPTH_TEST); } else - v3d->zbuf = FALSE; + v3d->zbuf = false; /* enables anti-aliasing for 3D view drawing */ if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) { @@ -3380,7 +3380,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const if (v3d->zbuf) { - v3d->zbuf = FALSE; + v3d->zbuf = false; glDisable(GL_DEPTH_TEST); } |