[Bf-blender-cvs] [98e2ddd] blender-v2.75-release: Fix T45018 camera not easily selectable in multiview.
Antony Riakiotakis
noreply at git.blender.org
Thu Jun 18 17:36:52 CEST 2015
Commit: 98e2ddda719e32af697e424360856e657b6dd662
Author: Antony Riakiotakis
Date: Fri Jun 12 17:20:46 2015 +0200
Branches: blender-v2.75-release
https://developer.blender.org/rB98e2ddda719e32af697e424360856e657b6dd662
Fix T45018 camera not easily selectable in multiview.
Generally for scene choosing a view to use for selection is not
straightforward, but camera should at least be easily selectable.
===================================================================
M source/blender/editors/space_view3d/drawobject.c
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 5272019..220cea2 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -2098,8 +2098,23 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
glDisable(GL_CULL_FACE);
/* camera frame */
- if (!is_stereo3d_cameras)
- drawcamera_frame(vec, GL_LINE_LOOP);
+ if (!is_stereo3d_cameras) {
+ /* make sure selection uses the same matrix for camera as the one used while viewing */
+ if ((G.f & G_PICKSEL) && is_view && (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D)) {
+ float obmat[4][4];
+ bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
+
+ glPushMatrix();
+ glLoadMatrixf(rv3d->viewmat);
+ BKE_camera_multiview_model_matrix(&scene->r, ob, is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME, obmat);
+ glMultMatrixf(obmat);
+
+ drawcamera_frame(vec, GL_LINE_LOOP);
+ glPopMatrix();
+ }
+ else
+ drawcamera_frame(vec, GL_LINE_LOOP);
+ }
if (is_view)
return;
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