missed modifier.c last commit, made explode copy some settings.
added back zr's depth buffer wire stuff, but only when wire is being drawn over solid mode. normal wire objects will still display correctly.
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@@ -2245,14 +2245,18 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
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Mesh *me = ob->data;
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Material *ma= give_current_material(ob, 1);
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int hasHaloMat = (ma && (ma->mode&MA_HALO));
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int draw_wire = ob->dtx&OB_DRAWWIRE;
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int draw_wire = 0;
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int totvert, totedge, totface;
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DispList *dl;
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DerivedMesh *dm= mesh_get_derived_final(ob, get_viewedit_datamask());
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if(!dm)
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return;
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if (ob->dtx&OB_DRAWWIRE) {
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draw_wire = 2; /* draw wire after solid using zoffset and depth buffer adjusment */
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}
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#ifdef WITH_VERSE
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if(me->vnode) {
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struct VNode *vnode = (VNode*)me->vnode;
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@@ -2292,7 +2296,7 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
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glPointSize(1.0);
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}
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else if(dt==OB_WIRE || totface==0) {
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draw_wire = 1;
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draw_wire = 1; /* draw wire only, no depth buffer stuff */
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}
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else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) ||
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CHECK_OB_DRAWTEXTURE(G.vd, dt))
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@@ -2428,20 +2432,21 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
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*
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* UPDATE bug #10290 - With this wire-only objects can draw
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* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
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*
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* if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
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* otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
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*/
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#if 0
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if (dt!=OB_WIRE) {
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if (dt!=OB_WIRE && draw_wire==2) {
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bglPolygonOffset(1.0);
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glDepthMask(0); // disable write in zbuffer, selected edge wires show better
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}
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#endif
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dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
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#if 0
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if (dt!=OB_WIRE) {
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if (dt!=OB_WIRE && draw_wire==2) {
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glDepthMask(1);
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bglPolygonOffset(0.0);
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}
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#endif
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}
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dm->release(dm);
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