Revision: 37577
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37577
Author:   campbellbarton
Date:     2011-06-17 03:17:07 +0000 (Fri, 17 Jun 2011)
Log Message:
-----------
fix for drawing bones names twice in object with viewport 'Outline' option 
enabled.

Modified Paths:
--------------
    trunk/blender/source/blender/editors/space_view3d/drawarmature.c
    trunk/blender/source/blender/editors/space_view3d/drawobject.c
    trunk/blender/source/blender/editors/space_view3d/view3d_intern.h

Modified: trunk/blender/source/blender/editors/space_view3d/drawarmature.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawarmature.c    
2011-06-17 02:26:34 UTC (rev 37576)
+++ trunk/blender/source/blender/editors/space_view3d/drawarmature.c    
2011-06-17 03:17:07 UTC (rev 37577)
@@ -1577,7 +1577,7 @@
 }
 
 /* assumes object is Armature with pose */
-static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base 
*base, int dt, short ghost)
+static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base 
*base, int dt, const short is_ghost, const short is_outline)
 {
        RegionView3D *rv3d= ar->regiondata;
        Object *ob= base->object;
@@ -1737,7 +1737,7 @@
                                                        }
                                                        
                                                        /* prepare colors */
-                                                       if(ghost) {
+                                                       if(is_ghost) {
                                                                /* 13 October 
2009, Disabled this to make ghosting show the right colors (Aligorith) */
                                                        }
                                                        else if (arm->flag & 
ARM_POSEMODE)      
@@ -1905,7 +1905,7 @@
                draw_pose_dofs(ob);
 
        /* finally names and axes */
-       if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
+       if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES) && is_outline == 0) {
                /* patch for several 3d cards (IBM mostly) that crash on 
glSelect with text drawing */
                if ((G.f & G_PICKSEL) == 0) {
                        float vec[3];
@@ -2259,7 +2259,7 @@
                
                BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, 
ADT_RECALC_ALL);
                where_is_pose(scene, ob);
-               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE);
+               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
        }
        glDisable(GL_BLEND);
        if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2338,7 +2338,7 @@
                
                BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, 
ADT_RECALC_ALL);
                where_is_pose(scene, ob);
-               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE);
+               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
        }
        glDisable(GL_BLEND);
        if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2408,7 +2408,7 @@
                        if (CFRA != cfrao) {
                                BKE_animsys_evaluate_animdata(&ob->id, adt, 
(float)CFRA, ADT_RECALC_ALL);
                                where_is_pose(scene, ob);
-                               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, 
TRUE);
+                               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, 
TRUE, FALSE);
                        }
                }
                
@@ -2423,7 +2423,7 @@
                        if (CFRA != cfrao) {
                                BKE_animsys_evaluate_animdata(&ob->id, adt, 
(float)CFRA, ADT_RECALC_ALL);
                                where_is_pose(scene, ob);
-                               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, 
TRUE);
+                               draw_pose_bones(scene, v3d, ar, base, OB_WIRE, 
TRUE, FALSE);
                        }
                }
        }
@@ -2444,7 +2444,7 @@
 /* ********************************** Armature Drawing - Main 
************************* */
 
 /* called from drawobject.c, return 1 if nothing was drawn */
-int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, 
int flag)
+int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, 
int flag, const short is_outline)
 {
        Object *ob= base->object;
        bArmature *arm= ob->data;
@@ -2510,7 +2510,7 @@
                                        }
                                }       
                        }
-                       draw_pose_bones(scene, v3d, ar, base, dt, FALSE);
+                       draw_pose_bones(scene, v3d, ar, base, dt, FALSE, 
is_outline);
                        arm->flag &= ~ARM_POSEMODE; 
                        
                        if(ob->mode & OB_MODE_POSE)

Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2011-06-17 02:26:34 UTC (rev 37576)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2011-06-17 03:17:07 UTC (rev 37577)
@@ -5441,7 +5441,7 @@
        }
        else if(ob->type==OB_ARMATURE) {
                if(!(ob->mode & OB_MODE_POSE))
-                       draw_armature(scene, v3d, ar, base, OB_WIRE, 0);
+                       draw_armature(scene, v3d, ar, base, OB_WIRE, FALSE, 
TRUE);
        }
 
        glLineWidth(1.0);
@@ -5977,7 +5977,7 @@
                case OB_ARMATURE:
                        if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
                                if(dt>OB_WIRE) GPU_enable_material(0, NULL); // 
we use default material
-                               empty_object= draw_armature(scene, v3d, ar, 
base, dt, flag);
+                               empty_object= draw_armature(scene, v3d, ar, 
base, dt, flag, FALSE);
                                if(dt>OB_WIRE) GPU_disable_material();
                        }
                        break;

Modified: trunk/blender/source/blender/editors/space_view3d/view3d_intern.h
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/view3d_intern.h   
2011-06-17 02:26:34 UTC (rev 37576)
+++ trunk/blender/source/blender/editors/space_view3d/view3d_intern.h   
2011-06-17 03:17:07 UTC (rev 37577)
@@ -120,7 +120,7 @@
 #define V3D_CACHE_TEXT_ASCII           (1<<2)
 
 /* drawarmature.c */
-int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, 
int flag);
+int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, 
int flag, const short is_outline);
 
 /* drawmesh.c */
 void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct 
Object *ob, struct DerivedMesh *dm, int faceselect);

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