forked from bartvdbraak/blender
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).
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7d2e366e8f
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4aa8dd0b63
@ -2425,19 +2425,23 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
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if (draw_wire) {
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/* If drawing wire and drawtype is not OB_WIRE then we are
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* overlaying the wires.
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*
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* UPDATE bug #10290 - With this wire-only objects can draw
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* behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
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*/
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#if 0
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if (dt!=OB_WIRE) {
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bglPolygonOffset(1.0);
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glDepthMask(0); // disable write in zbuffer, selected edge wires show better
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}
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#endif
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dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
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#if 0
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if (dt!=OB_WIRE) {
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glDepthMask(1);
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bglPolygonOffset(0.0);
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}
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#endif
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}
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dm->release(dm);
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