Revision: 16918
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16918
Author:   ton
Date:     2008-10-04 17:02:40 +0200 (Sat, 04 Oct 2008)

Log Message:
-----------
Bugfix #17753

Fix for rev 16702 commit to better support per-vertex radius in curves.
It caused the directional lines for 3d curves to not draw correct.

Revision Links:
--------------
    
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16702

Modified Paths:
--------------
    trunk/blender/source/blender/src/drawobject.c

Modified: trunk/blender/source/blender/src/drawobject.c
===================================================================
--- trunk/blender/source/blender/src/drawobject.c       2008-10-04 13:42:45 UTC 
(rev 16917)
+++ trunk/blender/source/blender/src/drawobject.c       2008-10-04 15:02:40 UTC 
(rev 16918)
@@ -4001,16 +4001,17 @@
                        int skip= nu->resolu/16;
                        
                        while (nr-->0) { /* accounts for empty bevel lists */
+                               float fac= bevp->radius * G.scene->editbutsize;
                                float ox,oy,oz; // Offset perpendicular to the 
curve
                                float dx,dy,dz; // Delta along the curve
                                
-                               ox = bevp->radius*bevp->mat[0][0];
-                               oy = bevp->radius*bevp->mat[0][1];
-                               oz = bevp->radius*bevp->mat[0][2];
+                               ox = fac*bevp->mat[0][0];
+                               oy = fac*bevp->mat[0][1];
+                               oz = fac*bevp->mat[0][2];
                        
-                               dx = bevp->radius*bevp->mat[2][0];
-                               dy = bevp->radius*bevp->mat[2][1];
-                               dz = bevp->radius*bevp->mat[2][2];
+                               dx = fac*bevp->mat[2][0];
+                               dy = fac*bevp->mat[2][1];
+                               dz = fac*bevp->mat[2][2];
 
                                glBegin(GL_LINE_STRIP);
                                glVertex3f(bevp->x - ox - dx, bevp->y - oy - 
dy, bevp->z - oz - dz);


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