Commit: 63c9f511331ce722317770e9406f9971866d2c88
Author: Campbell Barton
Date: Mon Jun 22 18:23:59 2015 +1000
Branches: master
https://developer.blender.org/rB63c9f511331ce722317770e9406f9971866d2c88
Fix camera stereo logic use /w regular select
===================================================================
M source/blender/editors/space_view3d/drawobject.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c
b/source/blender/editors/space_view3d/drawobject.c
index 5f35e53..b4984e7 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -2053,12 +2053,13 @@ static void drawcamera(Scene *scene, View3D *v3d,
RegionView3D *rv3d, Base *base
float vec[4][3], asp[2], shift[2], scale[3];
int i;
float drawsize;
- const bool is_view = (rv3d->persp == RV3D_CAMOB && ob == v3d->camera);
MovieClip *clip = BKE_object_movieclip_get(scene, base->object, false);
+ const bool is_view = (rv3d->persp == RV3D_CAMOB && ob == v3d->camera);
+ const bool is_multiview = (scene->r.scemode & R_MULTIVIEW) != 0;
const bool is_stereo3d = drawcamera_is_stereo3d(scene, v3d, ob);
const bool is_stereo3d_cameras = (ob == scene->camera) &&
- (scene->r.scemode & R_MULTIVIEW) &&
+ is_multiview &&
(scene->r.views_format ==
SCE_VIEWS_FORMAT_STEREO_3D) &&
(v3d->stereo3d_flag &
V3D_S3D_DISPCAMERAS);
@@ -2100,7 +2101,9 @@ static void drawcamera(Scene *scene, View3D *v3d,
RegionView3D *rv3d, Base *base
/* camera frame */
if (!is_stereo3d_cameras) {
/* make sure selection uses the same matrix for camera as the
one used while viewing */
- if ((G.f & G_PICKSEL) && is_view && (scene->r.views_format ==
SCE_VIEWS_FORMAT_STEREO_3D)) {
+ if ((G.f & G_PICKSEL) && is_view && is_multiview &&
+ (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D))
+ {
float obmat[4][4];
bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
@@ -2112,8 +2115,9 @@ static void drawcamera(Scene *scene, View3D *v3d,
RegionView3D *rv3d, Base *base
drawcamera_frame(vec, GL_LINE_LOOP);
glPopMatrix();
}
- else
+ else {
drawcamera_frame(vec, GL_LINE_LOOP);
+ }
}
if (is_view)
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