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 && _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs