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authorClément Foucault <foucault.clem@gmail.com>2018-06-02 21:45:03 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-02 22:16:40 +0300
commitf25e459f8f9231a4e8a827149b35dfb38c4aea1d (patch)
treeadccb7aa05d4ff0d1f69baec561b99e1c4dd99f0 /source/blender/draw/intern/draw_common.h
parent98e4d548a16c6533eadbe619f78cf1dda1a5c7a4 (diff)
DRW: Make the Procedural hair update part of the drawmanager.
Instead of relying on the engine integration which is redundant.
Diffstat (limited to 'source/blender/draw/intern/draw_common.h')
-rw-r--r--source/blender/draw/intern/draw_common.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index e4c038006b5..6227130fb05 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -162,14 +162,16 @@ void DRW_shgroup_armature_edit(struct Object *ob, struct DRWArmaturePasses passe
* The draw call is already added by this function, just add additional uniforms. */
struct DRWShadingGroup *DRW_shgroup_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
- struct DRWPass *hair_pass, struct DRWPass *tf_pass,
+ struct DRWPass *hair_pass,
struct GPUShader *shader);
struct DRWShadingGroup *DRW_shgroup_material_hair_create(
struct Object *object, struct ParticleSystem *psys, struct ModifierData *md,
- struct DRWPass *hair_pass, struct DRWPass *tf_pass,
+ struct DRWPass *hair_pass,
struct GPUMaterial *material);
+void DRW_hair_init(void);
+void DRW_hair_update(void);
void DRW_hair_free(void);
/* pose_mode.c */