make border zoom ignore backfaces in texture mode and zero alpha areas of billboards.
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76adde8d19
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df1ba7da75
@ -103,7 +103,7 @@ typedef struct View3D {
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/**
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* The drawing mode for the 3d display. Set to OB_WIRE, OB_SOLID,
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* OB_SHADED or OB_TEXTURED */
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* OB_SHADED or OB_TEXTURE */
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short drawtype;
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short localview;
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int lay, layact;
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@ -2894,13 +2894,20 @@ void draw_depth(ScrArea *sa, void *spacedata)
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View3D *v3d= spacedata;
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Base *base;
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Scene *sce;
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short drawtype, zbuf;
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short drawtype, zbuf, flag;
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float glalphaclip;
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/* temp set drawtype to solid */
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/* Setting these temporarily is not nice */
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drawtype = v3d->drawtype;
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zbuf = v3d->zbuf;
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v3d->drawtype = OB_SOLID;
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flag = v3d->flag;
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glalphaclip = U.glalphaclip;
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U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
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v3d->flag &= ~V3D_SELECT_OUTLINE;
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if ((v3d->drawtype != OB_SOLID) && (v3d->drawtype != OB_TEXTURE))
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v3d->drawtype = OB_SOLID;
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setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */
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setviewmatrixview3d(); /* note: calls where_is_object for camera... */
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@ -2980,6 +2987,8 @@ void draw_depth(ScrArea *sa, void *spacedata)
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v3d->drawtype = drawtype;
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v3d->zbuf = zbuf;
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U.glalphaclip = glalphaclip;
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v3d->flag = flag;
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}
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static void draw_viewport_fps(ScrArea *sa);
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