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authorMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
commit8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch)
tree4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/editors/mask
parente7d57628c955c1843c70c8fc5023f5d8954847bd (diff)
rename built-in point shaders, SMOOTH --> AA
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Diffstat (limited to 'source/blender/editors/mask')
-rw-r--r--source/blender/editors/mask/mask_draw.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index e1d303965be..7a30cefd9f8 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -159,7 +159,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
immUnbindProgram();
/* draw handle points */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", handle_size);
immUniform1f("outlineWidth", 1.5f);
@@ -213,7 +213,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
VertexFormat *format = immVertexFormat();
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
/* feather points */
@@ -306,7 +306,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
}
/* bind program in loop so it does not interfere with draw_single_handle */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
/* draw CV point */
if (MASKPOINT_ISSEL_KNOT(point)) {
@@ -335,7 +335,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
float x = (min[0] + max[0]) * 0.5f;
float y = (min[1] + max[1]) * 0.5f;
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("outlineWidth", 1.5f);
if (masklay->act_spline == spline) {