forked from bartvdbraak/blender
Mwahahahaha! I think I've found the cause of that awful purple/pink
"glow" that was appearing on bones drawn using "octahedral" from certain angles. It seems to have been caused by a typo in the code used to "clear spec colour"
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@ -2440,7 +2440,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
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/* we use color for solid lighting */
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glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
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glEnable(GL_COLOR_MATERIAL);
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glColor3ub(255,0,255); // clear spec
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glColor3ub(255,255,255); // clear spec
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glDisable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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