- fixed error; the vertices didnt draw anymore in editmode with sold draw.
was caused because i only tested the new cool 'draw wire extra'. :) - by default, in solid draw mode & editmode, it does a 'draw wire extra' now, giving nice clean editmesh drawing. - there's still a few quirks, i do a test now... this commit is to have a good working blender in cvs. the whole drawing system is such chaos...
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@ -1780,12 +1780,12 @@ static void drawmeshsolid(Object *ob, float *nors)
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glDisable(GL_LIGHTING);
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glShadeModel(GL_FLAT);
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if(ob==G.obedit) {
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calc_meshverts();
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//if(ob==G.obedit) {
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// calc_meshverts();
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tekenvertices(0);
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tekenvertices(1);
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}
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// tekenvertices(0);
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// tekenvertices(1);
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//}
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}
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else { /* [nors] should never be zero, but is weak code... the displist
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system needs a make over (ton)
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@ -3369,7 +3369,7 @@ static void drawWireExtra(Object *ob, ListBase *lb)
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static void draw_extra_wire(Object *ob)
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{
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Curve *cu;
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switch(ob->type) {
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case OB_MESH:
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drawWireExtra(ob, NULL);
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@ -3544,8 +3544,8 @@ void draw_object(Base *base)
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dtx= ob->dtx;
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if(G.obedit==ob) {
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if(dtx & OB_TEXSPACE) dtx= OB_TEXSPACE;
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else dtx= 0;
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// the only 2 extra drawtypes alowed in editmode
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dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE);
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}
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if(G.f & G_DRAW_EXT) {
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@ -3593,6 +3593,7 @@ void draw_object(Base *base)
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else {
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drawmeshsolid(ob, 0);
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}
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dtx |= OB_DRAWWIRE; // draws edges, transp faces, subsurf handles, vertices
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}
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if(ob==G.obedit && (G.f & G_PROPORTIONAL)) draw_prop_circle();
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}
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@ -3689,9 +3690,8 @@ void draw_object(Base *base)
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BMF_DrawString(G.font, ob->id.name+2);
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}
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if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);
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if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) draw_extra_wire(ob);
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}
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// dtx is set at zero in editmode, but we want this one!
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if(ob->dtx & OB_DRAWWIRE && dt>=OB_SOLID) draw_extra_wire(ob);
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if(dt<OB_SHADED) {
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if((ob->gameflag & OB_ACTOR) && (ob->gameflag & OB_DYNAMIC)) {
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