Three cosmetic fixes;
- Mesh editmode, draw 'bleeding edges' works again for subsurf (not optimal) - New draw method (again!) for armature-add-bone loop. Should work now! Is also nice for cpu this version - Draw screen edges (black lines inbetween windows) should not draw leftmost
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@@ -2590,7 +2590,7 @@ static void drawmeshwire_wirextra(DispListMesh *dlm, int optimal, char alpha)
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/* (bleeding edges) to illustrate selection is defined on vertex basis */
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/* but cannot do with subdivided edges... */
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if(dlm==NULL && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
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if( (dlm==NULL || optimal==0) && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
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glShadeModel(GL_SMOOTH);
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glBegin(GL_LINES);
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