fix for [#10290] Wire object hid in the back of soled obj.
authorCampbell Barton <ideasman42@gmail.com>
Wed, 7 May 2008 00:37:38 +0000 (00:37 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 7 May 2008 00:37:38 +0000 (00:37 +0000)
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).

source/blender/src/drawobject.c

index 181f797dbc94a7edb5cecb33b1400e12aa354e82..561024fb74bc25e02dbfdf6e5b2ba5f54f399179 100644 (file)
@@ -2425,19 +2425,23 @@ static void draw_mesh_fancy(Base *base, int dt, int flag)
        if (draw_wire) {
                        /* If drawing wire and drawtype is not OB_WIRE then we are
                                * overlaying the wires.
+                               *
+                               * UPDATE bug #10290 - With this wire-only objects can draw
+                               * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
                                */
-
+#if 0
                if (dt!=OB_WIRE) {
                        bglPolygonOffset(1.0);
                        glDepthMask(0); // disable write in zbuffer, selected edge wires show better
                }
-
+#endif
                dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
-
+#if 0
                if (dt!=OB_WIRE) {
                        glDepthMask(1);
                        bglPolygonOffset(0.0);
                }
+#endif
        }
 
        dm->release(dm);