forked from bartvdbraak/blender
Mask vertex colors used to be totally ignored
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parent
295c37caa4
commit
9bbe42a4d8
@ -213,10 +213,10 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
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if (point == mask_layer->act_point)
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glColor3f(1.0f, 1.0f, 1.0f);
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else
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glColor3f(1.0f, 1.0f, 0.0f);
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UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
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}
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else {
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glColor3f(0.5f, 0.5f, 0.0f);
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UI_ThemeColor(TH_HANDLE_VERTEX);
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}
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draw_circle(handle_pos[0], handle_pos[1], handle_size, xscale, yscale);
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@ -280,10 +280,10 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
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if (point == masklay->act_point)
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glColor3f(1.0f, 1.0f, 1.0f);
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else
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glColor3f(1.0f, 1.0f, 0.0f);
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UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
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}
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else {
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glColor3f(0.5f, 0.5f, 0.0f);
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UI_ThemeColor(TH_HANDLE_VERTEX);
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}
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glBegin(GL_POINTS);
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@ -346,10 +346,10 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
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if (point == masklay->act_point)
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glColor3f(1.0f, 1.0f, 1.0f);
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else
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glColor3f(1.0f, 1.0f, 0.0f);
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UI_ThemeColor(TH_HANDLE_VERTEX_SELECT);
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}
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else
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glColor3f(0.5f, 0.5f, 0.0f);
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UI_ThemeColor(TH_HANDLE_VERTEX);
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glBegin(GL_POINTS);
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glVertex2fv(vert);
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