- 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.
This commit is contained in:
2004-09-27 10:12:45 +00:00
parent 995826f3ed
commit 061442cbd1
8 changed files with 389 additions and 289 deletions

View File

@@ -507,7 +507,7 @@ void draw_tfaces3D(Object *ob, Mesh *me)
glEnable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
bglPolygonOffset(G.vd->dist);
bglPolygonOffset(1.0);
/* Draw (Hidden) Edges */
if(G.f & G_DRAWEDGES || G.f & G_HIDDENEDGES){
@@ -631,7 +631,7 @@ void draw_tfaces3D(Object *ob, Mesh *me)
/* Draw Stippled Outline for selected faces */
mface= me->mface;
tface= me->tface;
bglPolygonOffset(G.vd->dist);
bglPolygonOffset(1.0);
for(a=me->totface; a>0; a--, mface++, tface++) {
if(mface->v3==0) continue;
if(tface->flag & TF_HIDE) continue;