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;
> 
> _______________________________________________
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> [email protected]
> http://lists.blender.org/mailman/listinfo/bf-blender-cvs


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