Commit: f8c383472a68ae1fdfc5b98c63fb1cd27c49e690
Author: Antony Riakiotakis
Date:   Tue Apr 28 15:41:44 2015 +0200
Branches: master
https://developer.blender.org/rBf8c383472a68ae1fdfc5b98c63fb1cd27c49e690

Fix T44516 grid lines obscuring selection outline.

Was changed to draw after meshes without depth mask to make grid not
contribute to compositing effects. Now only draw it like this when we do
compositing (unfortunately can't have both).

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

M       source/blender/editors/space_view3d/view3d_draw.c

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

diff --git a/source/blender/editors/space_view3d/view3d_draw.c 
b/source/blender/editors/space_view3d/view3d_draw.c
index af0bd8e..a8cfd99 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -472,7 +472,7 @@ float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const 
char **grid_unit)
        return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
 }
 
-static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
+static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool 
write_depth)
 {
        float grid, grid_scale;
        unsigned char col_grid[3];
@@ -484,7 +484,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char 
**grid_unit)
        grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
        grid = gridlines * grid_scale;
 
-       glDepthMask(GL_FALSE);
+       if (!write_depth)
+               glDepthMask(GL_FALSE);
 
        UI_GetThemeColor3ubv(TH_GRID, col_grid);
 
@@ -2726,7 +2727,7 @@ static void view3d_draw_objects(
        const bool draw_grids = !draw_offscreen && (v3d->flag2 & 
V3D_RENDER_OVERRIDE) == 0;
        const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp 
!= RV3D_ORTHO);
        /* only draw grids after in solid modes, else it hovers over mesh wires 
*/
-       const bool draw_grids_after = draw_grids && draw_floor && 
(v3d->drawtype > OB_WIRE);
+       const bool draw_grids_after = draw_grids && draw_floor && 
(v3d->drawtype > OB_WIRE) && fx;
        bool do_composite_xray = false;
        bool xrayclear = true;
 
@@ -2775,8 +2776,8 @@ static void view3d_draw_objects(
                        glMatrixMode(GL_MODELVIEW);
                        glLoadMatrixf(rv3d->viewmat);
                }
-               else {
-                       drawfloor(scene, v3d, grid_unit);
+               else if (!draw_grids_after){
+                       drawfloor(scene, v3d, grid_unit, true);
                }
        }
 
@@ -2854,7 +2855,7 @@ static void view3d_draw_objects(
 
        /* perspective floor goes last to use scene depth and avoid writing to 
depth buffer */
        if (draw_grids_after) {
-               drawfloor(scene, v3d, grid_unit);
+               drawfloor(scene, v3d, grid_unit, false);
        }
 
        /* must be before xray draw which clears the depth buffer */

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