Commit: 84f314c8755f7a9de14fe834dac5460d2b3dbab4
Author: Antony Riakiotakis
Date:   Thu Feb 26 15:20:30 2015 +0100
Branches: master
https://developer.blender.org/rB84f314c8755f7a9de14fe834dac5460d2b3dbab4

Remove redundant glInitNames calls (shouod be handled in selection code
now.)

===================================================================

M       source/blender/editors/armature/armature_select.c

===================================================================

diff --git a/source/blender/editors/armature/armature_select.c 
b/source/blender/editors/armature/armature_select.c
index da5d660..a292d2c 100644
--- a/source/blender/editors/armature/armature_select.c
+++ b/source/blender/editors/armature/armature_select.c
@@ -174,7 +174,6 @@ void *get_nearest_bone(bContext *C, short findunsel, int x, 
int y)
        rect.xmin = rect.xmax = x;
        rect.ymin = rect.ymax = y;
        
-       glInitNames();
        hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
 
        if (hits > 0)
@@ -291,8 +290,6 @@ static EditBone *get_nearest_editbonepoint(ViewContext *vc, 
const int mval[2],
        int i, mindep = 4;
        short hits;
 
-       glInitNames();
-       
        /* find the bone after the current active bone, so as to bump up its 
chances in selection.
         * this way overlapping bones will cycle selection state as with 
objects. */
        if (ebone_next_act &&

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