Two fixes;
- borderselect draws cleaner info in bottom/left corner window - OGL render (in view3d header) option didn't work on successive renders. was due to removing hack that reopened the window each time. But now it needed to be assigned correctly to blender's 'mywindow' system.
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@@ -227,6 +227,7 @@ void default_gl_light(void)
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glDisable(GL_COLOR_MATERIAL);
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}
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/* also called when render 'ogl' */
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void init_gl_stuff(void)
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{
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float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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@@ -1930,24 +1931,21 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
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*/
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void drawview3d_render(struct View3D *v3d)
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{
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extern void mywindow_build_and_set_renderwin(void);
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extern short v3d_windowmode;
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Base *base;
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Object *ob;
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free_all_realtime_images();
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mywindow_build_and_set_renderwin();
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v3d_windowmode= 1;
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setwinmatrixview3d(0);
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v3d_windowmode= 0;
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(R.winmat);
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myloadmatrix(R.winmat);
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glMatrixMode(GL_MODELVIEW);
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setviewmatrixview3d();
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glLoadMatrixf(v3d->viewmat);
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myloadmatrix(v3d->viewmat);
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Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
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Mat4Invert(v3d->persinv, v3d->persmat);
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Mat4Invert(v3d->viewinv, v3d->viewmat);
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@@ -1964,11 +1962,10 @@ void drawview3d_render(struct View3D *v3d)
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BIF_GetThemeColor3fv(TH_BACK, col);
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glClearColor(col[0], col[1], col[2], 0.0);
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glLoadMatrixf(v3d->viewmat);
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myloadmatrix(v3d->viewmat);
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/* abuse! to make sure it doesnt draw the helpstuff */
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G.f |= G_SIMULATION;
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@@ -2083,7 +2080,7 @@ void drawview3d_render(struct View3D *v3d)
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}
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if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
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if(G.zbuf) {
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G.zbuf= FALSE;
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glDisable(GL_DEPTH_TEST);
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