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camera.patch

camera.patch

Index: bf/source/blender/editors/space_view3d/view3d_draw.c
===================================================================
--- bf/source/blender/editors/space_view3d/view3d_draw.c (Revision 30452)
+++ bf/source/blender/editors/space_view3d/view3d_draw.c (Arbeitskopie)
@@ -1008,17 +1008,6 @@
glDisable(GL_BLEND);
}
- /* edge */
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-
- setlinestyle(0);
- UI_ThemeColor(TH_BACK);
- glRectf(x1, y1, x2, y2);
-
- setlinestyle(3);
- UI_ThemeColor(TH_WIRE);
- glRectf(x1, y1, x2, y2);
-
/* border */
if(scene->r.mode & R_BORDER) {
@@ -1032,6 +1021,13 @@
glRectf(x3, y3, x4, y4);
}
+ /* camera name - draw in highlighted text color */
+ if (ca && (ca->flag & CAM_SHOWNAME)) {
+ UI_ThemeColor(TH_TEXT_HI);
+ BLF_draw_default(x1, y1-15, 0.0f, v3d->camera->id.name+2);
+ UI_ThemeColor(TH_WIRE);
+ }
+
/* safety border */
if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
fac= 0.1;
@@ -1052,13 +1048,6 @@
setlinestyle(0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- /* camera name - draw in highlighted text color */
- if (ca && (ca->flag & CAM_SHOWNAME)) {
- UI_ThemeColor(TH_TEXT_HI);
- BLF_draw_default(x1, y1-15, 0.0f, v3d->camera->id.name+2);
- UI_ThemeColor(TH_WIRE);
- }
}
/* *********************** backdraw for selection *************** */
Index: bf/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- bf/source/blender/editors/space_view3d/drawobject.c (Revision 30452)
+++ bf/source/blender/editors/space_view3d/drawobject.c (Arbeitskopie)
@@ -1247,17 +1247,28 @@
/* a standing up pyramid with (0,0,0) as top */
Camera *cam;
World *wrld;
- float nobmat[4][4], vec[8][4], fac, facx, facy, depth;
+ float nobmat[4][4], vec[8][4], fac, facx, facy, depth, aspx, aspy, caspx, caspy;
int i;
cam= ob->data;
+ aspx= (float) scene->r.xsch*scene->r.xasp;
+ aspy= (float) scene->r.ysch*scene->r.yasp;
+
+ if(aspx < aspy) {
+ caspx= aspx / aspy;
+ caspy= 1.0;
+ }
+ else {
+ caspx= 1.0;
+ caspy= aspy / aspx;
+ }
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
if(rv3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->camera) {
- facx= 0.5*cam->ortho_scale*1.28;
- facy= 0.5*cam->ortho_scale*1.024;
+ facx= 0.5*cam->ortho_scale*caspx;
+ facy= 0.5*cam->ortho_scale*caspy;
depth= -cam->clipsta-0.1;
}
else {
@@ -1265,8 +1276,8 @@
if(rv3d->persp>=2 && ob==v3d->camera) fac= cam->clipsta+0.1; /* that way it's always visible */
depth= - fac*cam->lens/16.0;
- facx= fac*1.28;
- facy= fac*1.024;
+ facx= fac*caspx;
+ facy= fac*caspy;
}
vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
@@ -1307,16 +1318,16 @@
else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
else break;
- vec[0][0]= -0.7*cam->drawsize;
- vec[0][1]= 1.1*cam->drawsize;
+ vec[0][0]= -0.7*cam->drawsize*caspx;
+ vec[0][1]= 1.1*cam->drawsize*caspy;
glVertex3fv(vec[0]);
vec[0][0]= 0.0;
- vec[0][1]= 1.8*cam->drawsize;
+ vec[0][1]= 1.8*cam->drawsize*caspy;
glVertex3fv(vec[0]);
- vec[0][0]= 0.7*cam->drawsize;
- vec[0][1]= 1.1*cam->drawsize;
+ vec[0][0]= 0.7*cam->drawsize*caspx;
+ vec[0][1]= 1.1*cam->drawsize*caspy;
glVertex3fv(vec[0]);
glEnd();

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