fix for armatures in wire draw mode not displaying in solid mode.
note, this isn't a showstopper bugfix.
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@@ -1839,7 +1839,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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}
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}
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/* wire draw over solid only in posemode */
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/* wire draw over solid only in posemode */
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if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || (arm->drawtype==ARM_LINE)) {
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if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
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/* draw line check first. we do selection indices */
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/* draw line check first. we do selection indices */
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if ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) {
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if ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) {
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if (arm->flag & ARM_POSEMODE)
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if (arm->flag & ARM_POSEMODE)
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@@ -2512,7 +2512,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
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if(v3d->flag2 & V3D_RENDER_OVERRIDE)
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if(v3d->flag2 & V3D_RENDER_OVERRIDE)
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return 1;
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return 1;
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if(dt>OB_WIRE && arm->drawtype!=ARM_LINE) {
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if(dt>OB_WIRE && !ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
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/* we use color for solid lighting */
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/* we use color for solid lighting */
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glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
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glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_COLOR_MATERIAL);
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