Commit: 1d56f456f7854c9611bc8b03d77010775ab8fdcb
Author: Campbell Barton
Date:   Tue Jan 20 16:37:07 2015 +1100
Branches: master
https://developer.blender.org/rB1d56f456f7854c9611bc8b03d77010775ab8fdcb

Fix glitch in view-axis (order of drawing)

===================================================================

M       source/blender/editors/space_view3d/view3d_draw.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c 
b/source/blender/editors/space_view3d/view3d_draw.c
index 31d91f5..ba46222 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -586,20 +586,26 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
        float ydisp = 0.0;          /* vertical displacement to allow obj info 
text */
        int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright 
has range 0-10) */
        float vec[3];
-       char axis_text[2] = "x";
        float dx, dy;
-       int i;
-       
+
+       int axis_order[3] = {0, 1, 2};
+       int axis_i;
+
        startx += rect->xmin;
        starty += rect->ymin;
-       
+
+       axis_sort_v3(rv3d->viewinv[2], axis_order);
+
        /* thickness of lines is proportional to k */
        glLineWidth(2);
 
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-       for (i = 0; i < 3; i++) {
+       for (axis_i = 0; axis_i < 3; axis_i++) {
+               int i = axis_order[axis_i];
+               const char axis_text[2] = {'x' + i, '\0'};
+
                zero_v3(vec);
                vec[i] = 1.0f;
                mul_qt_v3(rv3d->viewquat, vec);
@@ -616,8 +622,6 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
                        BLF_draw_default_ascii(startx + dx + 2, starty + dy + 
ydisp + 2, 0.0f, axis_text, 1);
                }
 
-               axis_text[0]++;
-
                /* BLF_draw_default disables blending */
                glEnable(GL_BLEND);
        }

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