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authorSergey Sharybin <sergey.vfx@gmail.com>2017-11-09 17:39:07 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-11-09 17:45:21 +0300
commit240b8b967994235b24a034c87c18218e923924b7 (patch)
tree1349bcb70b0cbcc955ba36e3773482f3e40129f6 /source/blender/draw/intern/draw_view.c
parentacd811278ebdfdc1329bedfade42c531c0c805a8 (diff)
Cleanup: Use full name for scene_layer in draw
Diffstat (limited to 'source/blender/draw/intern/draw_view.c')
-rw-r--r--source/blender/draw/intern/draw_view.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index ea1d93a6a85..02a07688f17 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -611,9 +611,9 @@ void DRW_draw_background(void)
/* **************************** 3D Cursor ******************************** */
-static bool is_cursor_visible(Scene *scene, SceneLayer *sl)
+static bool is_cursor_visible(Scene *scene, SceneLayer *scene_layer)
{
- Object *ob = OBACT_NEW(sl);
+ Object *ob = OBACT_NEW(scene_layer);
/* don't draw cursor in paint modes, but with a few exceptions */
if (ob && ob->mode & OB_MODE_ALL_PAINT) {
@@ -625,7 +625,7 @@ static bool is_cursor_visible(Scene *scene, SceneLayer *sl)
}
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
- const Paint *p = BKE_paint_get_active(scene, sl);
+ const Paint *p = BKE_paint_get_active(scene, scene_layer);
if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
@@ -647,14 +647,14 @@ void DRW_draw_cursor(void)
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
Scene *scene = draw_ctx->scene;
- SceneLayer *sl = draw_ctx->scene_layer;
+ SceneLayer *scene_layer = draw_ctx->scene_layer;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glLineWidth(1.0f);
- if (is_cursor_visible(scene, sl)) {
+ if (is_cursor_visible(scene, scene_layer)) {
float *co = ED_view3d_cursor3d_get(scene, v3d);
unsigned char crosshair_color[3];