Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2019-03-20 10:17:16 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-20 10:25:27 +0300
commit4fa904e91c78148ba39ac40371d7680294e225bf (patch)
treeec6c1c6f6a1263e29900bedc9e876d941cc3febf /source/blender/draw/engines/eevee/eevee_occlusion.c
parentdb5a82302cb322b24d0e0a315e6af499706e8aca (diff)
Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 8b0eba7cc6f..5e95755ea76 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -99,7 +99,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f;
- effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
+ effects->gtao_horizons = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA8,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->gtao_fb, {
GPU_ATTACHMENT_NONE,
@@ -107,7 +107,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
});
if (G.debug_value == 6) {
- effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
+ effects->gtao_horizons_debug = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA8,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->gtao_debug_fb, {
GPU_ATTACHMENT_NONE,
@@ -144,7 +144,7 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {
GPU_ATTACHMENT_NONE,