From 674a2d1a61e40084a9014714c10a92befc4af63a Mon Sep 17 00:00:00 2001 From: Christophe Geuzaine <cgeuzaine@ulg.ac.be> Date: Tue, 4 May 2004 22:31:54 +0000 Subject: [PATCH] Only enable POLYGON_OFFSET_FILL for volume faces if we draw the edges. Otherwise it looks pretty bad since we draw connected faces with large differences in orientation. --- Graphics/Mesh.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Graphics/Mesh.cpp b/Graphics/Mesh.cpp index 86f95c2712..e630f4638e 100644 --- a/Graphics/Mesh.cpp +++ b/Graphics/Mesh.cpp @@ -1,4 +1,4 @@ -// $Id: Mesh.cpp,v 1.81 2004-04-24 16:24:34 geuzaine Exp $ +// $Id: Mesh.cpp,v 1.82 2004-05-04 22:31:54 geuzaine Exp $ // // Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle // @@ -828,7 +828,7 @@ void Draw_Simplex_Volume(void *a, void *b) double n[3]; if(CTX.mesh.light) glEnable(GL_LIGHTING); - glEnable(GL_POLYGON_OFFSET_FILL); + if(CTX.mesh.surfaces_edges || edges) glEnable(GL_POLYGON_OFFSET_FILL); if(!s->VSUP){ glBegin(GL_TRIANGLES); if(CTX.mesh.light) glNormal3verts(s->V[0], s->V[2], s->V[1], n); @@ -1076,7 +1076,7 @@ void Draw_Hexahedron_Volume(void *a, void *b) double n[3]; if(CTX.mesh.light) glEnable(GL_LIGHTING); - glEnable(GL_POLYGON_OFFSET_FILL); + if(CTX.mesh.surfaces_edges || edges) glEnable(GL_POLYGON_OFFSET_FILL); glBegin(GL_QUADS); if(CTX.mesh.light) glNormal3verts(h->V[0], h->V[2], h->V[1], n); glVertex3d(X[0], Y[0], Z[0]); @@ -1256,7 +1256,7 @@ void Draw_Prism_Volume(void *a, void *b) double n[3]; if(CTX.mesh.light) glEnable(GL_LIGHTING); - glEnable(GL_POLYGON_OFFSET_FILL); + if(CTX.mesh.surfaces_edges || edges) glEnable(GL_POLYGON_OFFSET_FILL); glBegin(GL_TRIANGLES); if(CTX.mesh.light) glNormal3verts(p->V[0], p->V[2], p->V[1], n); glVertex3d(X[0], Y[0], Z[0]); @@ -1392,7 +1392,7 @@ void Draw_Pyramid_Volume(void *a, void *b) double n[3]; if(CTX.mesh.light) glEnable(GL_LIGHTING); - glEnable(GL_POLYGON_OFFSET_FILL); + if(CTX.mesh.surfaces_edges || edges) glEnable(GL_POLYGON_OFFSET_FILL); glBegin(GL_QUADS); if(CTX.mesh.light) glNormal3verts(p->V[0], p->V[3], p->V[2], n); glVertex3d(X[0], Y[0], Z[0]); -- GitLab