2.5
[blender-staging.git] / source / blender / editors / space_view3d / drawarmature.c
index dfdd70b11e77ce6cde9fbaecf385ba67cb976b82..68a9bf3f5552d33566547e61b581aebb81a5d620 100644 (file)
@@ -1805,8 +1805,7 @@ static void draw_pose_channels(Scene *scene, View3D *v3d, RegionView3D *rv3d, Ba
                                                /*      Draw names of bone      */
                                                if (arm->flag & ARM_DRAWNAMES) {
                                                        VecMidf(vec, pchan->pose_head, pchan->pose_tail);
-                                                       BLF_draw_default(vec[0], vec[1], vec[2], " ");
-                                                       BLF_draw_default(vec[0] + BLF_width_default(" "), vec[1], vec[2], pchan->name);
+                                                       view3d_object_text_draw_add(vec[0], vec[1], vec[2], pchan->name, 10);
                                                }       
                                                
                                                /*      Draw additional axes on the bone tail  */
@@ -1991,8 +1990,7 @@ static void draw_ebones(View3D *v3d, RegionView3D *rv3d, Object *ob, int dt)
                                                if (arm->flag & ARM_DRAWNAMES) {
                                                        VecMidf(vec, eBone->head, eBone->tail);
                                                        glRasterPos3fv(vec);
-                                                       BLF_draw_default(vec[0], vec[1], vec[2], " ");
-                                                       BLF_draw_default(vec[0] + BLF_width_default(" "), vec[1], vec[2], eBone->name);
+                                                       view3d_object_text_draw_add(vec[0], vec[1], vec[2], eBone->name, 10);
                                                }                                       
                                                /*      Draw additional axes */
                                                if (arm->flag & ARM_DRAWAXES) {
@@ -2154,12 +2152,12 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
                                                /* only draw framenum if several consecutive highlighted points don't occur on same point */
                                                if (a == 0) {
                                                        sprintf(str, "  %d\n", (a+sfra));
-                                                       BLF_draw_default(fp[0], fp[1], fp[2], str);
+                                                       view3d_object_text_draw_add(fp[0], fp[1], fp[2], str, 0);
                                                }
                                                else if ((a > stepsize) && (a < len-stepsize)) { 
                                                        if ((VecEqual(fp, fp-(stepsize*3))==0) || (VecEqual(fp, fp+(stepsize*3))==0)) {
                                                                sprintf(str, "  %d\n", (a+sfra));
-                                                               BLF_draw_default(fp[0], fp[1], fp[2], str);
+                                                               view3d_object_text_draw_add(fp[0], fp[1], fp[2], str, 0);
                                                        }
                                                }
                                        }
@@ -2202,7 +2200,7 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
                                                                        char str[32];
                                                                        
                                                                        sprintf(str, "  %d\n", (a+sfra));
-                                                                       BLF_draw_default(fp[0], fp[1], fp[2], str);
+                                                                       view3d_object_text_draw_add(fp[0], fp[1], fp[2], str, 0);
                                                                }
                                                        }
                                                }