bugfix [#22281] Edit mode face selection dots gone from textured viewport mode

tweaked the logic for drawing face dots
This commit is contained in:
Campbell Barton
2010-05-08 17:54:29 +00:00
parent 5371c54a4c
commit 5afd3f192a

View File

@@ -105,13 +105,6 @@
((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
#define CHECK_OB_DRAWFACEDOT(sce, vd, dt) \
( (sce->toolsettings->selectmode & SCE_SELECT_FACE) && \
(vd->drawtype<=OB_SOLID) && \
(G.f & G_BACKBUFSEL)==0 && \
(((vd->drawtype==OB_SOLID) && (dt>=OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX) && (vd->flag & V3D_ZBUF_SELECT)) == 0) \
)
static void draw_bounding_volume(Scene *scene, Object *ob);
static void drawcube_size(float size);
@@ -119,6 +112,26 @@ static void drawcircle_size(float size);
static void draw_empty_sphere(float size);
static void draw_empty_cone(float size);
static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
if((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
return 0;
if(G.f & G_BACKBUFSEL)
return 0;
if((vd->flag & V3D_ZBUF_SELECT) == 0)
return 1;
/* if its drawing textures with zbuf sel, then dont draw dots */
if(dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
return 0;
if(vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
return 0;
return 1;
}
/* ************* only use while object drawing **************
* or after running ED_view3d_init_mats_rv3d
@@ -1980,7 +1993,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditM
draw_dm_verts(cageDM, sel, eve_act);
}
if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) {
if(check_ob_drawface_dot(scene, v3d, obedit->dt)) {
glPointSize(fsize);
glColor4ubv((GLubyte *)fcol);
draw_dm_face_centers(cageDM, sel);
@@ -6293,7 +6306,7 @@ static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh
if (facecol) {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(intptr_t) 1, 0);
if( CHECK_OB_DRAWFACEDOT(scene, v3d, ob->dt) ) {
if(check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
bglBegin(GL_POINTS);