Fix T62118: Stereo drawing options visible from camera view
Note 1: Volume drawing still draws differently than 2.7x. Note 2: Camera lens widget still ignores stereo.
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@ -1867,10 +1867,10 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
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cam->runtime.drw_tria[1][0] = shift[0];
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cam->runtime.drw_tria[1][1] = shift[1] + ((1.1f * drawsize * (asp[1] + 0.7f)) * scale[1]);
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if (look_through && !is_stereo3d_cameras) {
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if (look_through) {
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/* Only draw the frame. */
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float mat[4][4];
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if (is_stereo3d) {
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if (is_stereo3d_view) {
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const bool is_left = v3d->multiview_eye == STEREO_LEFT_ID;
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const char *view_name = is_left ? STEREO_LEFT_NAME : STEREO_RIGHT_NAME;
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BKE_camera_multiview_model_matrix(&scene->r, ob, view_name, mat);
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@ -1888,7 +1888,7 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
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sgl->camera_frame, color, cam->runtime.drw_corners[0],
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&cam->runtime.drw_depth[0], cam->runtime.drw_tria, mat);
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}
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else if (!look_through) {
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else {
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if (!is_stereo3d_cameras) {
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DRW_shgroup_call_dynamic_add(
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sgl->camera, color, cam->runtime.drw_corners[0],
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@ -1944,7 +1944,7 @@ static void DRW_shgroup_camera(OBJECT_ShadingGroupList *sgl, Object *ob, ViewLay
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}
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/* Stereo cameras drawing. */
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if (is_stereo3d) {
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if (is_stereo3d && !look_through) {
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camera_stereo3d(sgl, scene, view_layer, v3d, ob, cam, vec, drawsize, scale);
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}
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