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authorCampbell Barton <ideasman42@gmail.com>2019-03-20 10:17:16 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-20 10:25:27 +0300
commit4fa904e91c78148ba39ac40371d7680294e225bf (patch)
treeec6c1c6f6a1263e29900bedc9e876d941cc3febf /source/blender/draw/modes
parentdb5a82302cb322b24d0e0a315e6af499706e8aca (diff)
Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/edit_mesh_mode.c8
-rw-r--r--source/blender/draw/modes/object_mode.c10
2 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 4256746aca1..b38b509c298 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -162,9 +162,9 @@ static void EDIT_MESH_engine_init(void *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
+ e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24,
&draw_engine_edit_mesh_type);
- e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ e_data.occlude_wire_color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8,
&draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, {
@@ -255,7 +255,7 @@ static void EDIT_MESH_engine_init(void *vedata)
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
- sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg);
+ sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL);
}
@@ -710,7 +710,7 @@ static void EDIT_MESH_draw_scene(void *vedata)
* the stencil buffer is no 0x00. */
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
+ struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type);
GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, {
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index bef0f6e488d..4fad882a7b5 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -366,12 +366,12 @@ static void OBJECT_engine_init(void *vedata)
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (DRW_state_is_fbo()) {
- e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24,
+ e_data.outlines_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24,
&draw_engine_object_type);
/* XXX TODO GPU_R16UI can overflow, it would cause no harm
* (only bad colored or missing outlines) but we should
* use 32bits only if the scene have that many objects */
- e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI,
+ e_data.outlines_id_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16UI,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->outlines_fb, {
@@ -379,7 +379,7 @@ static void OBJECT_engine_init(void *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx)
});
- e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ e_data.outlines_color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->expand_fb, {
@@ -387,7 +387,7 @@ static void OBJECT_engine_init(void *vedata)
GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx)
});
- e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8,
+ e_data.outlines_blur_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8,
&draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->blur_fb, {
@@ -3346,7 +3346,7 @@ static void OBJECT_draw_scene(void *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
+ GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type);
GPU_framebuffer_ensure_config(&fbl->ghost_fb, {
GPU_ATTACHMENT_TEXTURE(ghost_depth_tx),
GPU_ATTACHMENT_TEXTURE(dtxl->color),