bugfix. Brush zoom could fail if uv sculpting was on

This commit is contained in:
Antony Riakiotakis
2012-03-16 21:26:18 +00:00
parent fd2ea6b966
commit 56da174b14

View File

@@ -5164,13 +5164,15 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
ToolSettings *ts;
float zoomx, zoomy;
const float size= (float)brush_size(scene, brush);
const short use_zoom= get_imapaint_zoom(C, &zoomx, &zoomy);
short use_zoom;
float pixel_size;
float alpha= 0.5f;
ts = scene->toolsettings;
use_zoom= get_imapaint_zoom(C, &zoomx, &zoomy)
&& !(ts->use_uv_sculpt && (scene->basact->object->mode == OB_MODE_EDIT));
if(use_zoom && !ts->use_uv_sculpt){
if(use_zoom){
pixel_size = MAX2(size * zoomx, size * zoomy);
}
else {
@@ -5190,7 +5192,7 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
glTranslatef((float)x, (float)y, 0.0f);
/* No need to scale for uv sculpting, on the contrary it might be useful to keep unscaled */
if(use_zoom && !ts->use_uv_sculpt)
if(use_zoom)
glScalef(zoomx, zoomy, 1.0f);
glColor4f(brush->add_col[0], brush->add_col[1], brush->add_col[2], alpha);