Change the BLF_aspect function to handle 3d text.
This is need to properly handle 3d text (dalai work on GE), before the BLF_aspect only take one argument, and the result was a call to: glScalef(aspect, aspect, 1.0) Now the three value are store in the font (x, y and z) and also need to be enable using BLF_enable(BLF_ASPECT). By default all the code that don't have BLF_ASPECT enable work with a scale of 1.0 (so nothing change to the current UI). I also remove all the call of BLF_aspect(fontid, 1.0) found in the editors, because is disable by default, so no need any more. Campbell the only thing to check is the python api, right now I modify the api to from: BLF_aspect(fontid, aspect) to: BLF_aspect(fontid, aspect, aspect, 1.0) This is to avoid break the api, but now you need add the BLF_ASPECT option to the function py_blf_enable and in some point change py_blf_aspect to take 3 arguments.
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@@ -99,7 +99,7 @@ static PyObject *py_blf_aspect(PyObject *UNUSED(self), PyObject *args)
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if (!PyArg_ParseTuple(args, "if:blf.aspect", &fontid, &aspect))
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return NULL;
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BLF_aspect(fontid, aspect);
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BLF_aspect(fontid, aspect, aspect, 1.0);
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Py_RETURN_NONE;
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}
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