Cleanup: comment for depth picking code, const args
Note that setting `glDepthFunc` isn't important, since 2.8 branch changes this value it might seem like an error however it's harmless in this case - so better make note of this.
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@@ -861,7 +861,7 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
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* framenum, object name, bone name (if available), marker name (if available)
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*/
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static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
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static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
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{
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const int cfra = CFRA;
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const char *msg_pin = " (Pinned)";
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@@ -1114,7 +1114,7 @@ static Base *object_mouse_select_menu(
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}
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}
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static bool selectbuffer_has_bones(const unsigned int *buffer, const unsigned int hits)
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static bool selectbuffer_has_bones(const uint *buffer, const uint hits)
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{
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unsigned int i;
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for (i = 0; i < hits; i++) {
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@@ -1235,8 +1235,9 @@ finally:
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}
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/* returns basact */
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static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits,
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Base *startbase, bool has_bones, bool do_nearest)
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static Base *mouse_select_eval_buffer(
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ViewContext *vc, const uint *buffer, int hits,
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Base *startbase, bool has_bones, bool do_nearest)
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{
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Scene *scene = vc->scene;
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View3D *v3d = vc->v3d;
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@@ -326,6 +326,9 @@ void gpu_select_pick_begin(
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glDepthMask(GL_TRUE);
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if (mode == GPU_SELECT_PICK_ALL) {
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/* Note that other depth settings (such as #GL_LEQUAL) work too,
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* since the depth is always cleared.
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* Noting this for cases when depth picking is used where drawing calls change depth settings. */
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glDepthFunc(GL_ALWAYS);
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}
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else {
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