UI Tweak: Don't hide frame range indicators when preview range is shown

After discussing with UI team, it's better to show both ranges, to make it
clearer that we have an "overlay" with the preview range.
This commit is contained in:
Joshua Leung 2018-04-24 17:37:28 +02:00
parent b671b1759c
commit 58650a7599
1 changed files with 0 additions and 7 deletions

View File

@ -192,13 +192,6 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
// TODO: Should we still show these when preview range is enabled?
void ANIM_draw_framerange(Scene *scene, View2D *v2d)
{
/* Don't draw frame range when preview range is enabled.
* Otherwise we get nasty/confusing visual conflicts
*/
if (PRVRANGEON) {
return;
}
/* draw darkened area outside of active timeline frame range */
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);