Commit: df5cbfb6253b10763375e3c86e827a1a34700231
Author: Sergey Sharybin
Date: Tue Mar 11 13:08:43 2014 +0600
https://developer.blender.org/rBdf5cbfb6253b10763375e3c86e827a1a34700231
Fix T39070: Custom bone shapes appear only one sided
The idea is simple -- only enable culling for bones if they're not using
custom shape or if culling is enabled in shading panel.
===================================================================
M source/blender/editors/space_view3d/drawarmature.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawarmature.c
b/source/blender/editors/space_view3d/drawarmature.c
index 8aced48..8793dff 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -1667,6 +1667,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d,
ARegion *ar, Base *base,
short do_dashed = 3;
bool draw_wire = false;
int flag;
+ bool is_cull_enabled;
/* being set below */
arm->layer_used = 0;
@@ -1714,9 +1715,15 @@ static void draw_pose_bones(Scene *scene, View3D *v3d,
ARegion *ar, Base *base,
}
/* little speedup, also make sure transparent only draws once */
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
-
+ glCullFace(GL_BACK);
+ if (v3d->flag2 & V3D_BACKFACE_CULLING) {
+ glEnable(GL_CULL_FACE);
+ is_cull_enabled = true;
+ }
+ else {
+ is_cull_enabled = false;
+ }
+
/* if solid we draw that first, with selection codes, but without
names, axes etc */
if (dt > OB_WIRE) {
if (arm->flag & ARM_POSEMODE)
@@ -1765,26 +1772,38 @@ static void draw_pose_bones(Scene *scene, View3D *v3d,
ARegion *ar, Base *base,
draw_wire = true;
}
else {
+ if (is_cull_enabled &&
(v3d->flag2 & V3D_BACKFACE_CULLING) == 0) {
+ is_cull_enabled
= false;
+
glDisable(GL_CULL_FACE);
+ }
+
draw_custom_bone(scene,
v3d, rv3d, pchan->custom,
OB_SOLID, arm->flag, flag, index, bone->length);
}
}
- else if (arm->drawtype == ARM_LINE) {
- /* nothing in solid */
- }
- else if (arm->drawtype == ARM_WIRE) {
- /* nothing in solid */
- }
- else if (arm->drawtype == ARM_ENVELOPE)
{
- draw_sphere_bone(OB_SOLID,
arm->flag, flag, 0, index, pchan, NULL);
- }
- else if (arm->drawtype == ARM_B_BONE) {
- draw_b_bone(OB_SOLID,
arm->flag, flag, 0, index, pchan, NULL);
- }
else {
- draw_bone(OB_SOLID, arm->flag,
flag, 0, index, bone->length);
+ if (is_cull_enabled == false) {
+ is_cull_enabled = true;
+ glEnable(GL_CULL_FACE);
+ }
+
+ if (arm->drawtype == ARM_LINE) {
+ /* nothing in solid */
+ }
+ else if (arm->drawtype ==
ARM_WIRE) {
+ /* nothing in solid */
+ }
+ else if (arm->drawtype ==
ARM_ENVELOPE) {
+
draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
+ }
+ else if (arm->drawtype ==
ARM_B_BONE) {
+ draw_b_bone(OB_SOLID,
arm->flag, flag, 0, index, pchan, NULL);
+ }
+ else {
+ draw_bone(OB_SOLID,
arm->flag, flag, 0, index, bone->length);
+ }
}
-
+
glPopMatrix();
}
}
@@ -1885,7 +1904,12 @@ static void draw_pose_bones(Scene *scene, View3D *v3d,
ARegion *ar, Base *base,
if (arm->flag & ARM_POSEMODE)
index = base->selcol;
}
-
+
+ if (is_cull_enabled == false) {
+ is_cull_enabled = true;
+ glEnable(GL_CULL_FACE);
+ }
+
for (pchan = ob->pose->chanbase.first; pchan; pchan =
pchan->next) {
bone = pchan->bone;
arm->layer_used |= bone->layer;
@@ -1990,7 +2014,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d,
ARegion *ar, Base *base,
}
/* restore */
- glDisable(GL_CULL_FACE);
+ if (is_cull_enabled) {
+ glDisable(GL_CULL_FACE);
+ }
/* draw DoFs */
if (arm->flag & ARM_POSEMODE) {
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