Four new extrude possibilities;
- Individual faces Keeps Mesh manifold, so removes old faces always. Also uses a transform based on different vectors per vertex. - Only edges Just extrudes the edges (not really 'individual', the edges still share the vertices. Uses same transform as normal extrude for that reason - Only Vertices Uses normal transform after extrude Also changed code a bit, to detect whether to call a normal-based transform after extrude, or whether to call normal grabber. For example when you just extrude 1 edge, it uses normal grabber. Note; extruding an entire sphere goes OK with 'individual faces'. for other extrudes you should press 's key' when in transform. Just cannot predict (yet) when one method has preference over another.
This commit is contained in:
@@ -2544,10 +2544,12 @@ static void drawmeshwire_wirextra(DispListMesh *dlm, int optimal, char alpha)
|
||||
}
|
||||
else {
|
||||
/* draw faces twice, to have selected ones on top */
|
||||
/* we draw unselected the edges though, so they show in face mode */
|
||||
glColor4ubv(wire);
|
||||
for(efa= em->faces.first; efa; efa= efa->next) {
|
||||
if(efa->h==0 && (efa->f & SELECT)==0) {
|
||||
glVertex_efa_edges(efa);
|
||||
for(eed= em->edges.first; eed; eed= eed->next) {
|
||||
if(eed->h==0) {
|
||||
glVertex3fv(eed->v1->co);
|
||||
glVertex3fv(eed->v2->co);
|
||||
}
|
||||
}
|
||||
glColor4ubv(sel);
|
||||
|
||||
Reference in New Issue
Block a user