fix for [#10290] Wire object hid in the back of soled obj.

reverse wire draworder logic from r4059, wire-only meshes were not using a depth buffer which meant they would not be visible at 
all, if they were after an overlapping solid object in the scene (had this problem for peach too).
This commit is contained in:
Campbell Barton 2008-05-07 00:37:38 +00:00
parent 7d2e366e8f
commit 4aa8dd0b63

@ -2425,19 +2425,23 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
if (draw_wire) {
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
*
* UPDATE bug #10290 - With this wire-only objects can draw
* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
*/
#if 0
if (dt!=OB_WIRE) {
bglPolygonOffset(1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
#endif
dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
#if 0
if (dt!=OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(0.0);
}
#endif
}
dm->release(dm);