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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.c18
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.
*/