Commit: 3482b33f9ba1693575f103bc6bf86ea6110979f8
Author: Campbell Barton
Date:   Thu Jan 29 14:15:21 2015 +1100
Branches: gooseberry
https://developer.blender.org/rB3482b33f9ba1693575f103bc6bf86ea6110979f8

Wire-color was accidentally broken in a merge

Adding back changes to background needed for auto-contrast.

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

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 a461c8e..1cead62 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2836,6 +2836,8 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D 
*v3d)
  */
 static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, 
bool force)
 {
+       const bool is_wire_color = V3D_IS_WIRECOLOR(scene, v3d);
+
        /* clear background */
        if (scene->world && ((v3d->flag3 & V3D_SHOW_WORLD) || force)) {
                float alpha = (force) ? 1.0f : 0.0;
@@ -2980,6 +2982,12 @@ static void view3d_main_area_clear(Scene *scene, View3D 
*v3d, ARegion *ar, bool
 
 #undef VIEWGRAD_RES_X
 #undef VIEWGRAD_RES_Y
+
+                       if (is_wire_color) {
+                               float col_mid[3];
+                               mid_v3_v3v3(col_mid, col_hor, col_zen);
+                               draw_object_bg_wire_color_set(col_mid);
+                       }
                }
                else {  /* solid sky */
                        float col_hor[3];
@@ -2988,10 +2996,18 @@ static void view3d_main_area_clear(Scene *scene, View3D 
*v3d, ARegion *ar, bool
 
                        glClearColor(col_hor[0], col_hor[1], col_hor[2], alpha);
                        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+                       if (is_wire_color) {
+                               draw_object_bg_wire_color_set(col_hor);
+                       }
                }
        }
        else {
                if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
+                       float col_low[3], col_high[3];
+
+                       UI_GetThemeColor3fv(TH_HIGH_GRAD, col_high);
+                       UI_GetThemeColor3fv(TH_LOW_GRAD, col_low);
                        glMatrixMode(GL_PROJECTION);
                        glPushMatrix();
                        glLoadIdentity();
@@ -3003,10 +3019,10 @@ static void view3d_main_area_clear(Scene *scene, View3D 
*v3d, ARegion *ar, bool
                        glDepthFunc(GL_ALWAYS);
                        glShadeModel(GL_SMOOTH);
                        glBegin(GL_QUADS);
-                       UI_ThemeColor(TH_LOW_GRAD);
+                       glColor3fv(col_low);
                        glVertex3f(-1.0, -1.0, 1.0);
                        glVertex3f(1.0, -1.0, 1.0);
-                       UI_ThemeColor(TH_HIGH_GRAD);
+                       glColor3fv(col_high);
                        glVertex3f(1.0, 1.0, 1.0);
                        glVertex3f(-1.0, 1.0, 1.0);
                        glEnd();
@@ -3020,10 +3036,23 @@ static void view3d_main_area_clear(Scene *scene, View3D 
*v3d, ARegion *ar, bool
 
                        glMatrixMode(GL_MODELVIEW);
                        glPopMatrix();
+
+                       if (is_wire_color) {
+                               float col_mid[3];
+                               mid_v3_v3v3(col_mid, col_low, col_high);
+                               draw_object_bg_wire_color_set(col_mid);
+                       }
                }
                else {
+                       float col[3];
+
+                       UI_GetThemeColor3fv(TH_HIGH_GRAD, col);
                        UI_ThemeClearColor(TH_HIGH_GRAD);
                        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+                       if (is_wire_color) {
+                               draw_object_bg_wire_color_set(col);
+                       }
                }
        }
 }

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