- fixed this nasty selection problem, i hope for good!

- problem was in limiting the abuse of frontbuffer drawing as happended
  a lot in 2.28 and older. the less the better...
- bug was not registering a curarea->win_swap=FRONT_OK, to indicate there
  was only drawn in frontbuffer
- cleaned up calls further, and made sure it doesnt draw 1 vertex too many!
  also means it works better with selecting in solid drawmode now, check!
This commit is contained in:
2003-10-26 23:47:58 +00:00
parent cc35c992b3
commit e51a464731
2 changed files with 80 additions and 80 deletions

View File

@@ -1038,7 +1038,7 @@ void tekenvertices(short sel)
char col[3];
/* draws in zbuffer mode twice, to show invisible vertices transparent */
size= BIF_GetThemeValuef(TH_VERTEX_SIZE);
if(sel) BIF_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
else BIF_GetThemeColor3ubv(TH_VERTEX, col);
@@ -1745,13 +1745,6 @@ static void drawmeshsolid(Object *ob, float *nors)
glDisable(GL_LIGHTING);
glShadeModel(GL_FLAT);
//if(ob==G.obedit) {
// calc_meshverts();
// tekenvertices(0);
// tekenvertices(1);
//}
}
else { /* [nors] should never be zero, but is weak code... the displist
system needs a make over (ton)