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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c54
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);
}