Hey Campbell, I don't agree with this. It's actually really useful to see physics bounds in edit mode so you can immediately see how your edits affect the collision shape. We should have a separate draw flag for physics visualizations for those who want to turn it off imo.
Am Samstag, den 20.04.2013, 06:22 +0000 schrieb Campbell Barton: > Revision: 56177 > > http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=56177 > Author: campbellbarton > Date: 2013-04-20 06:22:17 +0000 (Sat, 20 Apr 2013) > Log Message: > ----------- > fix for glitch in object drawing, color of texspace was last used editmode > draw color. > also disable BGE bounds drawing when outside of object mode. > > Modified Paths: > -------------- > trunk/blender/source/blender/editors/space_view3d/drawobject.c > trunk/blender/source/blender/editors/transform/transform_conversions.c > > Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c > =================================================================== > --- trunk/blender/source/blender/editors/space_view3d/drawobject.c > 2013-04-20 05:50:22 UTC (rev 56176) > +++ trunk/blender/source/blender/editors/space_view3d/drawobject.c > 2013-04-20 06:22:17 UTC (rev 56177) > @@ -6933,9 +6933,8 @@ > } > } > > - if (ob->gameflag & OB_BOUNDS) { > + if ((ob->gameflag & OB_BOUNDS) && (ob->mode == OB_MODE_OBJECT)) > { > if (ob->boundtype != ob->collision_boundtype || (dtx & > OB_DRAWBOUNDOX) == 0) { > - > setlinestyle(2); > draw_bounding_volume(scene, ob, > ob->collision_boundtype); > setlinestyle(0); > @@ -6952,6 +6951,10 @@ > draw_bounding_volume(scene, ob, ob->boundtype); > } > if (dtx & OB_TEXSPACE) { > + if ((dflag & DRAW_CONSTCOLOR) == 0) { > + /* prevent random colors being used */ > + glColor3ubv(ob_wire_col); > + } > drawtexspace(ob); > } > if (dtx & OB_DRAWNAME) { > @@ -6971,7 +6974,10 @@ > } > } > > - if (dt <= OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { > + if ((dt <= OB_SOLID) && > + ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) && > + (ob->mode == OB_MODE_OBJECT)) > + { > if (((ob->gameflag & OB_DYNAMIC) && > !ELEM(ob->collision_boundtype, OB_BOUND_TRIANGLE_MESH, > OB_BOUND_CONVEX_HULL)) || > > > Modified: > trunk/blender/source/blender/editors/transform/transform_conversions.c > =================================================================== > --- trunk/blender/source/blender/editors/transform/transform_conversions.c > 2013-04-20 05:50:22 UTC (rev 56176) > +++ trunk/blender/source/blender/editors/transform/transform_conversions.c > 2013-04-20 06:22:17 UTC (rev 56177) > @@ -5535,7 +5535,7 @@ > else { /* Objects */ > int i, recalcObPaths = 0; > > - BLI_assert(t->flag & T_OBJECT); > + BLI_assert(t->flag & (T_OBJECT | T_TEXTURE)); > > for (i = 0; i < t->total; i++) { > TransData *td = t->data + i; > > _______________________________________________ > Bf-blender-cvs mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-blender-cvs _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
