diff --git a/source/blender/src/editmesh.c b/source/blender/src/editmesh.c index 5a354b5e002..2eb59c146f2 100644 --- a/source/blender/src/editmesh.c +++ b/source/blender/src/editmesh.c @@ -782,7 +782,7 @@ void make_editMesh() if(medge->flag & SELECT) eed->f |= SELECT; if(medge->flag & ME_FGON) eed->h= EM_FGON; // 2 different defines! if(medge->flag & ME_HIDE) eed->h |= 1; - if(G.scene->selectmode & SCE_SELECT_EDGE) + if(G.scene->selectmode==SCE_SELECT_EDGE) EM_select_edge(eed, eed->f & SELECT); // force edge selection to vertices, seems to be needed ... } diff --git a/source/blender/src/editmesh_lib.c b/source/blender/src/editmesh_lib.c index e9289fb2e5b..153a6b1b945 100644 --- a/source/blender/src/editmesh_lib.c +++ b/source/blender/src/editmesh_lib.c @@ -401,14 +401,14 @@ void EM_selectmode_set(void) EditEdge *eed; EditFace *efa; - if(G.scene->selectmode & SCE_SELECT_VERTEX) { + if(G.scene->selectmode == SCE_SELECT_VERTEX) { /* vertices -> edges -> faces */ for (eed= em->edges.first; eed; eed= eed->next) eed->f &= ~SELECT; for (efa= em->faces.first; efa; efa= efa->next) efa->f &= ~SELECT; EM_select_flush(); } - else if(G.scene->selectmode & SCE_SELECT_EDGE) { + else if(G.scene->selectmode == SCE_SELECT_EDGE) { /* deselect vertices, and select again based on edge select */ for(eve= em->verts.first; eve; eve= eve->next) eve->f &= ~SELECT; for(eed= em->edges.first; eed; eed= eed->next)