Commit: 84f314c8755f7a9de14fe834dac5460d2b3dbab4
Author: Antony Riakiotakis
Date: Thu Feb 26 15:20:30 2015 +0100
Branches: master
https://developer.blender.org/rB84f314c8755f7a9de14fe834dac5460d2b3dbab4
Remove redundant glInitNames calls (shouod be handled in selection code
now.)
===================================================================
M source/blender/editors/armature/armature_select.c
===================================================================
diff --git a/source/blender/editors/armature/armature_select.c
b/source/blender/editors/armature/armature_select.c
index da5d660..a292d2c 100644
--- a/source/blender/editors/armature/armature_select.c
+++ b/source/blender/editors/armature/armature_select.c
@@ -174,7 +174,6 @@ void *get_nearest_bone(bContext *C, short findunsel, int x,
int y)
rect.xmin = rect.xmax = x;
rect.ymin = rect.ymax = y;
- glInitNames();
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
if (hits > 0)
@@ -291,8 +290,6 @@ static EditBone *get_nearest_editbonepoint(ViewContext *vc,
const int mval[2],
int i, mindep = 4;
short hits;
- glInitNames();
-
/* find the bone after the current active bone, so as to bump up its
chances in selection.
* this way overlapping bones will cycle selection state as with
objects. */
if (ebone_next_act &&
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