* Fixed an old, old, old problem where the top camera arrows
couldn't be seen in a side on view because they had no wireframe.
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@@ -690,6 +690,7 @@ void drawcamera(Object *ob)
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Camera *cam;
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World *wrld;
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float vec[8][4], tmat[4][4], fac, facx, facy, depth;
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int i;
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cam= ob->data;
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@@ -739,10 +740,15 @@ void drawcamera(Object *ob)
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/* arrow on top */
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vec[0][2]= depth;
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/* draw inactive cameras with outline arrow */
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if (ob != G.vd->camera) glBegin(GL_LINE_LOOP);
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else glBegin(GL_TRIANGLES);
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/* draw an outline arrow for inactive cameras and filled
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* for active cameras. We actually draw both outline+filled
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* for active cameras so the wire can be seen side-on */
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for (i=0;i<2;i++) {
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if (i==0) glBegin(GL_LINE_LOOP);
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else if (i==1 && (ob == G.vd->camera)) glBegin(GL_TRIANGLES);
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else break;
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vec[0][0]= -0.7*cam->drawsize;
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vec[0][1]= 1.1*cam->drawsize;
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glVertex3fv(vec[0]);
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@@ -755,8 +761,9 @@ void drawcamera(Object *ob)
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vec[0][1]= 1.1*cam->drawsize;
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glVertex3fv(vec[0]);
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glEnd();
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glEnd();
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}
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if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
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myloadmatrix(G.vd->viewmat);
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Mat4CpyMat4(vec, ob->obmat);
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