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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 21716f28b85..4e5dddf4742 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -1049,7 +1049,7 @@ int view3d_opengl_select(
* the object & bone view locking takes 'rect' into account, see: T51629. */
ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, &rect);
- if (v3d->shading.type > OB_WIRE) {
+ if (!XRAY_ACTIVE(v3d)) {
GPU_depth_test(true);
}
@@ -1058,7 +1058,7 @@ int view3d_opengl_select(
}
/* If in xray mode, we select the wires in priority. */
- if ((v3d->shading.flag & V3D_XRAY_FLAG(v3d)) && use_nearest) {
+ if (XRAY_ACTIVE(v3d) && use_nearest) {
/* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
* because the OpenGL context created & destroyed inside this function. */
struct DrawSelectLoopUserData drw_select_loop_user_data = {
@@ -1092,7 +1092,8 @@ int view3d_opengl_select(
.rect = &rect,
.gpu_select_mode = gpu_select_mode,
};
- draw_surface = (v3d->shading.type > OB_WIRE) || ((v3d->shading.flag & V3D_XRAY_FLAG(v3d)) == 0);
+ /* If are not in wireframe mode, we need to use the mesh surfaces to check for hits */
+ draw_surface = (v3d->shading.type > OB_WIRE) || !XRAY_ENABLED(v3d);
DRW_draw_select_loop(
depsgraph, ar, v3d,
use_obedit_skip, draw_surface, use_nearest, &rect,
@@ -1104,7 +1105,7 @@ int view3d_opengl_select(
G.f &= ~G_FLAG_PICKSEL;
ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, NULL);
- if (v3d->shading.type > OB_WIRE) {
+ if (!XRAY_ACTIVE(v3d)) {
GPU_depth_test(false);
}