- improvement for edge/face select
- edges now sample on three locationsm gives more hits
- own version of glPolygonOffset remains cumbersome... but for select
now the selection routine gets more offset than draw.
- first attempt to clean drawobject.c and displists
- generic call for draw object in backbuf for select purposes, cleans up
a lot in the other calls.
- also to verify if we can (in future) use this for vertex/edge/face
select, but the whole drawobject code works against me... this is
for another refactory (incl. displist) and out of the focus for now
- subsurf.c: now creates new faces in order of original. Not used yet, but is
handy to recover the original order for selection/paint purposes.
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@@ -507,7 +507,7 @@ void draw_tfaces3D(Object *ob, Mesh *me)
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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bglPolygonOffset(G.vd->dist);
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bglPolygonOffset(1.0);
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/* Draw (Hidden) Edges */
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if(G.f & G_DRAWEDGES || G.f & G_HIDDENEDGES){
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@@ -631,7 +631,7 @@ void draw_tfaces3D(Object *ob, Mesh *me)
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/* Draw Stippled Outline for selected faces */
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mface= me->mface;
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tface= me->tface;
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bglPolygonOffset(G.vd->dist);
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bglPolygonOffset(1.0);
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for(a=me->totface; a>0; a--, mface++, tface++) {
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if(mface->v3==0) continue;
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if(tface->flag & TF_HIDE) continue;
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