diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-29 00:16:56 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-29 23:52:36 +0300 |
commit | 8f4ab480bfe81f40b59b20780cb452736fe3af1d (patch) | |
tree | c88bcf3a727c4a63abac40847d4891878102344b /source/blender/draw/engines/workbench/workbench_forward.c | |
parent | 18c9101acc58428fd02d6877c8b1c1711780826e (diff) |
Workbench: Rename orientation to type and Camera studio light to Studio
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_forward.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 4365f4ec27c..3a5e592fa69 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -168,7 +168,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data( DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3); workbench_material_copy(material, &material_template); - if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { + if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture ); } @@ -450,7 +450,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O * So lower their alpha artificially. */ float hair_alpha = XRAY_ALPHA(wpd) * 0.33f; DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha); - if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { + if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) { BKE_studiolight_ensure_flag(wpd->studio_light, STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE); DRW_shgroup_uniform_texture(shgrp, "matcapImage", wpd->studio_light->equirect_radiance_gputexture ); } |