more digging around, more possibilities.
Once again, I don't know really what i'm doing here, and i can't compile yet (haven't tried). If you, Mr Money, could try out my suggestions and post screenshots of the results, that would be cool, and might actually get me digging in this code for real.
ok here we go...
in the function draw_boneverti (used to draw the axis balls at root & tip), there are a few opertunities to play.
first, try changing this line
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gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
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gluQuadricDrawStyle(qobj, GLU_FILL);
now let's go for something bigger. This is all just conjecture until someone proves or disprove it. please go ahead all the people who can compile.
replace this:
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gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
gluPartialDisk( qobj, 0, 1.0F*size, 32, 1, 360.0, 360.0);
glRotatef (90, 0, 1, 0);
gluPartialDisk( qobj, 0, 1.0F*size, 32, 1, 360.0, 360.0);
glRotatef (90, 1, 0, 0);
gluPartialDisk( qobj, 0, 1.0F*size, 32, 1, 360.0, 360.0);
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gluQuadricDrawStyle(qobj, GLU_FILL);
gluSphere( qobj, 0, 1.0F*size, 12, 12);
Now, if my guesses are correct, you should now have a bunch of spheres for the bone roots and tips. However, i doubt they will look very nice. Much more would need to be done to incorporate these sorts of things into blender. Depth correction, colouring, proper matrix orientation. There are some things already in place, which could then be adapted. If you could find out how to add options, like what is and isn't drawn, that would be a good start. Or, you could just scrap the current display type and compile you own versions of blender with whatever you like, letting people test and get more ideas.
Just keep playing.
later
BEAT