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
This commit is contained in:
2004-11-08 18:39:09 +00:00
parent 72fd0789a4
commit 0eb05b9d25
3 changed files with 23 additions and 9 deletions

View File

@@ -2590,7 +2590,7 @@ static void drawmeshwire_wirextra(DispListMesh *dlm, int optimal, char alpha)
/* (bleeding edges) to illustrate selection is defined on vertex basis */
/* but cannot do with subdivided edges... */
if(dlm==NULL && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
if( (dlm==NULL || optimal==0) && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);