* selecting objects has a different frontbuffer drawing handling now.

instead of drawing everything again, in all windows, it restricts to
  the active and previous active object. when there are more objects to
  be redrawn, it does a normal swapbuffers.
  Result is it all redraws & selects a lot faster in complex scenes

* Little fix in "BallTable" routine when moving mouse vertical out of
  the 3d window.
This commit is contained in:
2003-07-11 20:02:52 +00:00
parent 94f8098660
commit 60dddf84ab
3 changed files with 33 additions and 31 deletions

View File

@@ -241,8 +241,9 @@ static void draw_icon_centered(float *pos, unsigned int *rect, int rectsize)
/* use bitmap to shift rasterpos in pixels */
glBitmap(0, 0, 0.0, 0.0, -hsize, -hsize, &dummy);
glFinish(); /* for sun */
#ifdef __sun__
glFinish();
#endif
glDrawPixels(rectsize, rectsize, GL_RGBA, GL_UNSIGNED_BYTE, rect);
}
@@ -2113,7 +2114,7 @@ static void drawDispList(Object *ob, int dt)
MFace *curface;
int i;
unsigned char r,g,b;
float val1,val2,val3,val4;
float val1,val2,val3,val4=0;
wtcol = curwt= MEM_callocN (sizeof (unsigned char) * me->totface*4*4, "weightmap");
@@ -3646,7 +3647,7 @@ void draw_object_ext(Base *base)
ScrArea *tempsa, *sa;
View3D *vd;
if(G.vd==0) return;
if(G.vd==NULL || base==NULL) return;
if(G.vd->drawtype > OB_WIRE) {
G.zbuf= 1;
@@ -3679,7 +3680,6 @@ void draw_object_ext(Base *base)
G.f &= ~G_DRAW_EXT;
glFinish();
glDrawBuffer(GL_BACK);
if(G.zbuf) {