forked from bartvdbraak/blender
No need to force ortho on a unit matrix
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98527a7106
commit
9a13a84f15
@ -581,12 +581,13 @@ void initTransformOrientation(bContext *C, TransInfo *t)
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case V3D_MANIP_LOCAL:
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strcpy(t->spacename, "local");
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if(ob)
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if(ob) {
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Mat3CpyMat4(t->spacemtx, ob->obmat);
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else
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Mat3Ortho(t->spacemtx);
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} else {
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Mat3One(t->spacemtx);
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}
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Mat3Ortho(t->spacemtx);
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break;
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case V3D_MANIP_VIEW:
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