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authorCampbell Barton <ideasman42@gmail.com>2019-02-19 00:44:53 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-19 00:48:15 +0300
commitfc10e89918cbd42a9d787801a896695c78ed7b34 (patch)
tree63baa3e5c98c8845e3d263f0c74d95184672d5b9 /source/blender/draw/modes
parentecdd1864d16206eb45a6c95d9fcc0808a2c0087e (diff)
DNA: rename Object.col -> color
Was confusing, unrelated to: colbits, col_mask, col_group, actcol & totcol.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/object_mode.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index ac863395ab5..dae1a5a6e30 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -940,7 +940,7 @@ static void DRW_shgroup_empty_image(
/* OPTI(fclem) We need sorting only for transparent images. If an image as no alpha channel and
* ob->col[3] == 1.0f, we could remove it from the sorting pass. */
- if (tex && (ob->col[3] > 0.0f)) {
+ if (tex && (ob->color[3] > 0.0f)) {
DRWShadingGroup *grp = DRW_shgroup_create(sh_data->object_empty_image, sgl->image_empties);
DRW_shgroup_uniform_texture(grp, "image", tex);
/* TODO(fclem) implement DRW_shgroup_uniform_vec2_copy */
@@ -949,7 +949,7 @@ static void DRW_shgroup_empty_image(
DRW_shgroup_uniform_int_copy(grp, "depthMode", ob->empty_image_depth);
DRW_shgroup_uniform_float(grp, "size", &ob->empty_drawsize, 1);
DRW_shgroup_uniform_vec2(grp, "offset", ob->ima_ofs, 1);
- DRW_shgroup_uniform_vec4(grp, "objectColor", ob->col, 1);
+ DRW_shgroup_uniform_vec4(grp, "objectColor", ob->color, 1);
if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}