diff options
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index d61e79c99f1..e199e84029e 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -441,14 +441,14 @@ static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View return; if (v3d->camera->type == OB_CAMERA) ca = v3d->camera->data; - + ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false); /* the offsets */ x1 = viewborder.xmin; y1 = viewborder.ymin; x2 = viewborder.xmax; y2 = viewborder.ymax; - + glLineWidth(1.0f); /* apply offsets so the real 3D camera shows through */ @@ -647,7 +647,7 @@ static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View /* draw */ immUniformThemeColorShade(TH_VIEW_OVERLAY, 100); - + /* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color). * We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the * 2.0f round corner effect was nearly not visible anyway... */ @@ -885,7 +885,7 @@ static void UNUSED_FUNCTION(draw_rotation_guide)(RegionView3D *rv3d) sub_v3_v3v3(end, o, scaled_axis); immVertex3fv(pos, end); immEnd(); - + /* -- draw ring around rotation center -- */ { #define ROT_AXIS_DETAIL 13 @@ -1203,11 +1203,15 @@ void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset) BLF_batch_draw_begin(); - if (U.uiflag & USER_SHOW_ROTVIEWICON) { + if (((U.uiflag & USER_SHOW_ROTVIEWICON) != 0) && + (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) + { draw_view_axis(rv3d, &rect); } - if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) { + if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0 && + (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) + { if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) { ED_scene_draw_fps(scene, &rect); } @@ -1252,7 +1256,7 @@ static void view3d_draw_view(const bContext *C, ARegion *ar) RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype) { /* - * Tempory viewport draw modes until we have a proper system. + * Tempory viewport draw modes until we have a proper system. * all modes are done in the draw manager, except * cycles material as it is an external render engine. */ |