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authorBastien Montagne <montagne29@wanadoo.fr>2017-05-18 13:10:10 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2017-05-18 13:13:19 +0300
commit5dd9e172669e3cd0e018091fd37eb091daf0d6ee (patch)
tree85d30d57553946b00ade255f5ccbc6caeb5bd60a /source/blender/draw/intern/draw_common.c
parent23f256b24bed34bb25d1d66ec9ba0726f7a71659 (diff)
DwM: Armature: Cleanup envelope bone code a bit.
Mainly adding 'wire' suffix to wire/distance drawing func and shader. Also, match wire vertex shader behavior with solid one regarding head/tail only drawing (i.e. alwas expect head bone mat, never tail one, and assume that if a radius is negative, then we only draw on the other end of the bone).
Diffstat (limited to 'source/blender/draw/intern/draw_common.c')
-rw-r--r--source/blender/draw/intern/draw_common.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index d99b20d5ff3..6d6df8dc6f4 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -293,9 +293,9 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct Batch *geom)
return grp;
}
-DRWShadingGroup *shgroup_instance_bone_envelope(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
+DRWShadingGroup *shgroup_instance_bone_envelope_wire(DRWPass *pass, struct Batch *geom, float (*obmat)[4])
{
- GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE);
+ GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE);
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom);
DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16);