Fixed bug #6711, Retopo problem when maximizing 3d view and still painting

Caused by some incorrect usage of the current v3d during updates
This commit is contained in:
Nicholas Bishop 2007-12-18 21:56:17 +00:00
parent 84b58f8653
commit 5518aaaace
4 changed files with 5 additions and 11 deletions

@ -3065,6 +3065,8 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
fdrawXORcirc((float)car[0], (float)car[1], sculptmode_brush()->size);
}
}
retopo_paint_view_update(v3d);
retopo_draw_paint_lines();
if(!G.obedit && OBACT && G.f&G_PARTICLEEDIT && area_is_active_area(v3d->area)){

@ -2443,9 +2443,6 @@ void area_fullscreen(void) /* with curarea */
wich_cursor(newa);
}
if(curarea->full)
retopo_force_update();
/* there's also events in queue for this, but we call fullscreen for render output
now, and that doesn't go back to queue. Bad code, but doesn't hurt... (ton) */
for(sa= G.curscreen->areabase.first; sa; sa= sa->next) {
@ -2455,8 +2452,7 @@ void area_fullscreen(void) /* with curarea */
/* bad code #2: setscreen() ends with first area active. fullscreen render assumes this too */
curarea= sc->areabase.first;
if(!curarea->full)
retopo_force_update();
retopo_force_update();
}
static void area_autoplayscreen(void)

@ -452,11 +452,8 @@ void retopo_force_update()
if(vd) {
if(vd->depths) vd->depths->damaged= 1;
retopo_queue_updates(vd);
if(retopo_mesh_paint_check() && vd->retopo_view_data) {
/* Force redraw */
drawview3dspace(vd->area, vd);
retopo_paint_view_update(vd);
}
if(retopo_mesh_paint_check() && vd->retopo_view_data)
allqueue(REDRAWVIEW3D, 0);
}
}
}

@ -384,7 +384,6 @@ void persptoetsen(unsigned short event)
if(G.vd->depths) G.vd->depths->damaged= 1;
retopo_queue_updates(G.vd);
retopo_force_update();
if(preview3d_event)
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);