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