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source/blender/editors/space_view3d/drawarmature.c
| Context not available. | |||||
| glNewList(displist, GL_COMPILE); | glNewList(displist, GL_COMPILE); | ||||
| qobj = gluNewQuadric(); | qobj = gluNewQuadric(); | ||||
| gluQuadricDrawStyle(qobj, GLU_FILL); | gluQuadricDrawStyle(qobj, GLU_FILL); | ||||
| glShadeModel(GL_SMOOTH); | // Draw tips of a bone | ||||
| gluSphere(qobj, 0.05, 8, 5); | gluSphere(qobj, 0.05, 8, 5); | ||||
| glShadeModel(GL_FLAT); | |||||
| gluDeleteQuadric(qobj); | gluDeleteQuadric(qobj); | ||||
| glEndList(); | glEndList(); | ||||
| Context not available. | |||||
| GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); | GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); | ||||
| gluQuadricDrawStyle(qobj, GLU_FILL); | gluQuadricDrawStyle(qobj, GLU_FILL); | ||||
| glShadeModel(GL_SMOOTH); | |||||
| } | } | ||||
| else { | else { | ||||
| gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); | gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); | ||||
| Context not available. | |||||
| /* restore */ | /* restore */ | ||||
| if (dt == OB_SOLID) { | if (dt == OB_SOLID) { | ||||
| glShadeModel(GL_FLAT); | |||||
| GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); | GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); | ||||
| } | } | ||||
| Context not available. | |||||
| /* and draw blended distances */ | /* and draw blended distances */ | ||||
| if (arm->flag & ARM_POSEMODE) { | if (arm->flag & ARM_POSEMODE) { | ||||
| glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
| //glShadeModel(GL_SMOOTH); | |||||
| if (v3d->zbuf) glDisable(GL_DEPTH_TEST); | if (v3d->zbuf) glDisable(GL_DEPTH_TEST); | ||||
| Context not available. | |||||
| if (v3d->zbuf) glEnable(GL_DEPTH_TEST); | if (v3d->zbuf) glEnable(GL_DEPTH_TEST); | ||||
| glDisable(GL_BLEND); | glDisable(GL_BLEND); | ||||
| //glShadeModel(GL_FLAT); | |||||
| } | } | ||||
| } | } | ||||
| Context not available. | |||||
| /* and draw blended distances */ | /* and draw blended distances */ | ||||
| glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
| //glShadeModel(GL_SMOOTH); | |||||
| if (v3d->zbuf) glDisable(GL_DEPTH_TEST); | if (v3d->zbuf) glDisable(GL_DEPTH_TEST); | ||||
| Context not available. | |||||
| if (v3d->zbuf) glEnable(GL_DEPTH_TEST); | if (v3d->zbuf) glEnable(GL_DEPTH_TEST); | ||||
| glDisable(GL_BLEND); | glDisable(GL_BLEND); | ||||
| //glShadeModel(GL_FLAT); | |||||
| } | } | ||||
| /* if solid we draw it first */ | /* if solid we draw it first */ | ||||
| Context not available. | |||||