Revision: 15907
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15907
Author:   theeth
Date:     2008-08-01 22:01:01 +0200 (Fri, 01 Aug 2008)

Log Message:
-----------
Draw embeding points in blue, easy to visualize long stretches without 
embedings.

Modified Paths:
--------------
    branches/harmonic-skeleton/source/blender/src/reeb.c

Modified: branches/harmonic-skeleton/source/blender/src/reeb.c
===================================================================
--- branches/harmonic-skeleton/source/blender/src/reeb.c        2008-08-01 
19:49:11 UTC (rev 15906)
+++ branches/harmonic-skeleton/source/blender/src/reeb.c        2008-08-01 
20:01:01 UTC (rev 15907)
@@ -3432,8 +3432,6 @@
                char text[128];
                char *s = text;
                
-               initArcIterator(&iter, arc, arc->head);
-               
                if (arc->symmetry_level == 1)
                {
                        glColor3f(1, 0, 0);
@@ -3455,6 +3453,7 @@
                        
                        if (arc->bcount)
                        {
+                               initArcIterator(&iter, arc, arc->head);
                                for (bucket = nextBucket(&iter); bucket; bucket 
= nextBucket(&iter))
                                {
                                        glVertex3fv(bucket->p);
@@ -3469,6 +3468,16 @@
                glBegin(GL_POINTS);
                        glVertex3fv(arc->head->p);
                        glVertex3fv(arc->tail->p);
+                       
+                       glColor3f(0.5f, 0.5f, 1);                               
+                       if (arc->bcount)
+                       {
+                               initArcIterator(&iter, arc, arc->head);
+                               for (bucket = nextBucket(&iter); bucket; bucket 
= nextBucket(&iter))
+                               {
+                                       glVertex3fv(bucket->p);
+                               }
+                       }
                glEnd();
                
                VecLerpf(vec, arc->head->p, arc->tail->p, 0.5f);


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