Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
This commit is contained in:
Brecht Van Lommel
2009-04-20 15:06:46 +00:00
554 changed files with 36035 additions and 27044 deletions

View File

@@ -327,17 +327,23 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
m_materialCachingInfo = 0;
}
void RAS_OpenGLRasterizer::FlushDebugLines()
void RAS_OpenGLRasterizer::FlushDebugLines()
{
//DrawDebugLines
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
if(!m_debugLines.size())
return;
// DrawDebugLines
GLboolean light, tex;
light= glIsEnabled(GL_LIGHTING);
tex= glIsEnabled(GL_TEXTURE_2D);
if(light) glDisable(GL_LIGHTING);
if(tex) glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES);
for (unsigned int i=0;i<m_debugLines.size();i++)
{
glColor4f(m_debugLines[i].m_color[0],m_debugLines[i].m_color[1],m_debugLines[i].m_color[2],1.f);
const MT_Scalar* fromPtr = &m_debugLines[i].m_from.x();
const MT_Scalar* toPtr= &m_debugLines[i].m_to.x();
@@ -347,11 +353,10 @@ void RAS_OpenGLRasterizer::FlushDebugLines()
}
glEnd();
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
if(light) glEnable(GL_LIGHTING);
if(tex) glEnable(GL_TEXTURE_2D);
m_debugLines.clear();
}
void RAS_OpenGLRasterizer::EndFrame()
@@ -431,7 +436,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
bool RAS_OpenGLRasterizer::Stereo()
{
if(m_stereomode == RAS_STEREO_NOSTEREO)
if(m_stereomode == RAS_STEREO_NOSTEREO || m_stereomode == RAS_STEREO_DOME)
return false;
else
return true;
@@ -798,7 +803,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
double mat[16];
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
if(Stereo())
{
float near_div_focallength;
// next 2 params should be specified on command line and in Blender publisher
@@ -841,7 +846,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Vecto
m_viewmatrix = mat;
// correction for stereo
if(m_stereomode != RAS_STEREO_NOSTEREO)
if(Stereo())
{
MT_Matrix3x3 camOrientMat3x3(camOrientQuat);
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention