Mwahahahaha! I think I've found the cause of that awful purple/pink

"glow" that was appearing on bones drawn using "octahedral" from
certain angles. It seems to have been caused by a typo in the code
used to "clear spec colour"
This commit is contained in:
Joshua Leung 2011-04-28 07:10:13 +00:00
parent 11305bd688
commit d97a1da261

@ -2440,7 +2440,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
/* we use color for solid lighting */ /* we use color for solid lighting */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR); glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL); glEnable(GL_COLOR_MATERIAL);
glColor3ub(255,0,255); // clear spec glColor3ub(255,255,255); // clear spec
glDisable(GL_COLOR_MATERIAL); glDisable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);