From 4aa8dd0b633983b733d0655d583db8cc628a28ed Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 7 May 2008 00:37:38 +0000 Subject: [PATCH] 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). --- source/blender/src/drawobject.c | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c index 181f797dbc9..561024fb74b 100644 --- a/source/blender/src/drawobject.c +++ b/source/blender/src/drawobject.c @@ -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);