Fix T51354: Final take on multi-view (single view) issues
We now handle selection and transform manipulators (kudos to Julian Eisel to help hunting down the latter).
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@@ -358,7 +358,7 @@ void ED_view3d_draw_offscreen(
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struct GPUOffScreen *ofs);
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void ED_view3d_draw_setup_view(
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struct wmWindow *win, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
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float viewmat[4][4], float winmat[4][4]);
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float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf(
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struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey,
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@@ -373,7 +373,9 @@ struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
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struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
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void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
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void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4]);
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void ED_view3d_update_viewmat(
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struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
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float viewmat[4][4], float winmat[4][4], const struct rcti *rect);
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bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
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char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
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char ED_view3d_lock_view_from_index(int index);
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