Fixed weird alignment for new mesh objects. This still doesn't work correctly in edit mode, but it's a bit more usable than before.

This commit is contained in:
Matt Ebb 2009-07-22 06:31:36 +00:00
parent d44d7e220d
commit 53c1b562af

@ -1281,9 +1281,9 @@ static float new_primitive_matrix(bContext *C, float primmat[][4])
Mat4One(primmat); Mat4One(primmat);
if(rv3d) if(rv3d && (U.flag & USER_ADD_VIEWALIGNED)) {
Mat3CpyMat4(vmat, rv3d->viewmat); Mat3CpyMat4(vmat, rv3d->viewmat);
else } else
Mat3One(vmat); Mat3One(vmat);
/* inverse transform for view and object */ /* inverse transform for view and object */