Using Weight/Vertex Paint, the current color was not reset, causing Object
name or axes to draw in random colors.
This commit is contained in:
Ton Roosendaal 2006-06-26 08:16:16 +00:00
parent 7f3ce43f04
commit 098c73f441

@ -1910,28 +1910,30 @@ static void draw_mesh_fancy(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, in
dm->drawLooseEdges(dm);
}
}
/* set default draw color back for wire or for draw-extra later on */
if (dt!=OB_WIRE) {
if(base->flag & SELECT) {
if(ob==OBACT && ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP_ACTIVE);
else if(ob->flag & OB_FROMGROUP)
BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else
BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
} else {
if (ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP);
else
BIF_ThemeColor(TH_WIRE);
}
}
if (draw_wire) {
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
*/
if (dt!=OB_WIRE) {
if(base->flag & SELECT) {
if(ob==OBACT && ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP_ACTIVE);
else if(ob->flag & OB_FROMGROUP)
BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else
BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
} else {
if (ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP);
else
BIF_ThemeColor(TH_WIRE);
}
bglPolygonOffset(1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}