Bugfixes:

- Deleting bone in editmode did not check for pose layers when
  clearing pose channels or constraint targets....

- Button 'use nodes' in header of Node editor could only be pressed once

- New 'normal' button messed with default material in blender

- Theme options for Node window available now in Info window
This commit is contained in:
2005-12-30 15:56:42 +00:00
parent d921d6be6f
commit 1e864ed482
4 changed files with 19 additions and 14 deletions

View File

@@ -1972,18 +1972,20 @@ static void ui_draw_but_NORMAL(uiBut *but)
{
static GLuint displist=0;
int a, old[8];
float vec0[3]={0.0f, 0.0f, 0.0f};
float vec1[3]={1.0f, 1.0f, 1.0f};
GLfloat diff[4], diffn[4]={1.0f, 1.0f, 1.0f, 1.0f};
float vec0[4]={0.0f, 0.0f, 0.0f, 0.0f};
float dir[4], size;
/* store stuff */
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
/* backdrop */
BIF_ThemeColor(TH_BUT_NEUTRAL);
uiSetRoundBox(15);
gl_round_box(GL_POLYGON, but->x1, but->y1, but->x2, but->y2, 5.0f);
/* sphere color */
glEnable(GL_COLOR_MATERIAL);
glColor3ub(200, 200, 200);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
/* disable blender light */
@@ -1999,7 +2001,7 @@ static void ui_draw_but_NORMAL(uiBut *but)
VECCOPY(dir, (float *)but->poin);
dir[3]= 0.0f; /* glLight needs 4 args, 0.0 is sun */
glLightfv(GL_LIGHT7, GL_POSITION, dir);
glLightfv(GL_LIGHT7, GL_DIFFUSE, vec1);
glLightfv(GL_LIGHT7, GL_DIFFUSE, diffn);
glLightfv(GL_LIGHT7, GL_SPECULAR, vec0);
glLightf(GL_LIGHT7, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT7, GL_LINEAR_ATTENUATION, 0.0f);
@@ -2016,7 +2018,7 @@ static void ui_draw_but_NORMAL(uiBut *but)
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj = gluNewQuadric();
qobj= gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere( qobj, 100.0, 32, 24);
@@ -2027,18 +2029,20 @@ static void ui_draw_but_NORMAL(uiBut *but)
}
else glCallList(displist);
/* restore */
glPopMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_CULL_FACE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
glDisable(GL_LIGHT7);
/* enable blender light */
for(a=0; a<8; a++) {
if(old[a])
glEnable(GL_LIGHT0+a);
}
}
static void ui_draw_roundbox(uiBut *but)