Fix for center calculation in node transforms. This now uses the actual barycenter...
authorLukas Toenne <lukas.toenne@googlemail.com>
Tue, 10 Jul 2012 13:50:51 +0000 (13:50 +0000)
committerLukas Toenne <lukas.toenne@googlemail.com>
Tue, 10 Jul 2012 13:50:51 +0000 (13:50 +0000)
source/blender/editors/transform/transform.c

index 3528116..1e9ecdd 100644 (file)
@@ -263,6 +263,9 @@ void projectIntView(TransInfo *t, const float vec[3], int adr[2])
 
                UI_view2d_to_region_no_clip(t->view, v[0], v[1], adr, adr + 1);
        }
+       else if (t->spacetype == SPACE_NODE) {
+               UI_view2d_to_region_no_clip((View2D *)t->view, vec[0], vec[1], adr, adr + 1);
+       }
 }
 
 void projectFloatView(TransInfo *t, const float vec[3], float adr[2])