view3d: gridfloor subdivisions wasn't respected for perspective mode.
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@@ -350,18 +350,19 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
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}
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}
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}
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}
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else {
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else {
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short sublines = v3d->gridsubdiv;
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const double sublines = v3d->gridsubdiv;
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const float sublines_fl = v3d->gridsubdiv;
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if (dx < GRID_MIN_PX_D) {
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if (dx < GRID_MIN_PX_D) {
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rv3d->gridview *= sublines;
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rv3d->gridview *= sublines_fl;
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dx *= sublines;
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dx *= sublines;
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if (dx < GRID_MIN_PX_D) {
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if (dx < GRID_MIN_PX_D) {
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rv3d->gridview *= sublines;
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rv3d->gridview *= sublines_fl;
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dx *= sublines;
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dx *= sublines;
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if (dx < GRID_MIN_PX_D) {
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if (dx < GRID_MIN_PX_D) {
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rv3d->gridview *= sublines;
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rv3d->gridview *= sublines_fl;
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dx *= sublines;
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dx *= sublines;
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if (dx < GRID_MIN_PX_D) {
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if (dx < GRID_MIN_PX_D) {
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/* pass */
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/* pass */
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@@ -389,10 +390,10 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
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}
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}
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else {
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else {
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if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
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if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
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rv3d->gridview /= sublines;
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rv3d->gridview /= sublines_fl;
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dx /= sublines;
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dx /= sublines;
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if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
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if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
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rv3d->gridview /= sublines;
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rv3d->gridview /= sublines_fl;
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dx /= sublines;
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dx /= sublines;
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if (dx > (GRID_MIN_PX_D * 10.0)) {
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if (dx > (GRID_MIN_PX_D * 10.0)) {
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UI_ThemeColor(TH_GRID);
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UI_ThemeColor(TH_GRID);
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@@ -494,6 +495,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
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/* draw the Y axis and/or grid lines */
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/* draw the Y axis and/or grid lines */
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if (v3d->gridflag & V3D_SHOW_FLOOR) {
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if (v3d->gridflag & V3D_SHOW_FLOOR) {
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const int sublines = v3d->gridsubdiv;
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float vert[4][3] = {{0.0f}};
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float vert[4][3] = {{0.0f}};
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unsigned char col_bg[3];
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unsigned char col_bg[3];
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unsigned char col_grid_emphasise[3], col_grid_light[3];
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unsigned char col_grid_emphasise[3], col_grid_light[3];
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@@ -517,7 +519,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
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for (a = -gridlines; a <= gridlines; a++) {
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for (a = -gridlines; a <= gridlines; a++) {
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const float line = a * grid_scale;
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const float line = a * grid_scale;
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const int is_emphasise = (a % 10) == 0;
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const int is_emphasise = (a % sublines) == 0;
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if (is_emphasise != prev_emphasise) {
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if (is_emphasise != prev_emphasise) {
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glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
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glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
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