Fix glitch in view-axis (order of drawing)
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@@ -586,20 +586,26 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
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float ydisp = 0.0; /* vertical displacement to allow obj info text */
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int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
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float vec[3];
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char axis_text[2] = "x";
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float dx, dy;
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int i;
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int axis_order[3] = {0, 1, 2};
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int axis_i;
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startx += rect->xmin;
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starty += rect->ymin;
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axis_sort_v3(rv3d->viewinv[2], axis_order);
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/* thickness of lines is proportional to k */
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glLineWidth(2);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (i = 0; i < 3; i++) {
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for (axis_i = 0; axis_i < 3; axis_i++) {
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int i = axis_order[axis_i];
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const char axis_text[2] = {'x' + i, '\0'};
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zero_v3(vec);
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vec[i] = 1.0f;
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mul_qt_v3(rv3d->viewquat, vec);
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@@ -616,8 +622,6 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
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BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, axis_text, 1);
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}
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axis_text[0]++;
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/* BLF_draw_default disables blending */
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glEnable(GL_BLEND);
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}
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