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author | Jeroen Bakker <jeroen@blender.org> | 2020-09-14 10:46:30 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-09-14 10:48:45 +0300 |
commit | c6210f9bacdb3d8b7ba05f29136ac6f9c8f643d7 (patch) | |
tree | 631a273532339776056a9cd18c43a2190cb41c76 /source/blender/draw/engines/image/image_private.h | |
parent | 9bc1d7a6deea8f401d727e80f42a04482c29bcef (diff) |
DrawManager: Resolve Assert in Image Engine
Tiled texture uses different texture structure than normal textures.
Normally we add dummy textures and use them, but I found it cleaner to
have 2 shaders and use the correct shader.
Diffstat (limited to 'source/blender/draw/engines/image/image_private.h')
-rw-r--r-- | source/blender/draw/engines/image/image_private.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/image/image_private.h b/source/blender/draw/engines/image/image_private.h index defe5fd5bbb..312a05e0b3b 100644 --- a/source/blender/draw/engines/image/image_private.h +++ b/source/blender/draw/engines/image/image_private.h @@ -60,7 +60,7 @@ typedef struct IMAGE_Data { } IMAGE_Data; /* image_shader.c */ -GPUShader *IMAGE_shader_image_get(void); +GPUShader *IMAGE_shader_image_get(bool is_tiled_image); void IMAGE_shader_library_ensure(void); void IMAGE_shader_free(void); |