diff options
author | Ray Molenkamp <github@lazydodo.com> | 2018-06-28 04:07:23 +0300 |
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committer | Ray Molenkamp <github@lazydodo.com> | 2018-06-28 04:07:23 +0300 |
commit | 8e02106d0ddc7b31844d26037a824d56d3c65663 (patch) | |
tree | bfa1898220d74ac9610b8a1363a4087a44f7b41d /source/blender/editors/mesh/editmesh_loopcut.c | |
parent | fe258fd4451a7fb1ccdd85d1607b6dbd30442f28 (diff) |
GLRefactor: partially remove gl calls from source/blender/editors.
This translates the gl calls to the new GPU_ wrappers from D3501.
Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis.
This fixes 13 of the 28 failing editors when building without opengl.
For the list of substitutions see D3502
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3502
Diffstat (limited to 'source/blender/editors/mesh/editmesh_loopcut.c')
-rw-r--r-- | source/blender/editors/mesh/editmesh_loopcut.c | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c index cf806b0b104..78d98025476 100644 --- a/source/blender/editors/mesh/editmesh_loopcut.c +++ b/source/blender/editors/mesh/editmesh_loopcut.c @@ -48,6 +48,7 @@ #include "GPU_immediate.h" #include "GPU_matrix.h" +#include "GPU_state.h" #include "UI_interface.h" @@ -112,7 +113,7 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg) if ((lcd->totedge > 0) || (lcd->totpoint > 0)) { if (v3d && v3d->zbuf) - glDisable(GL_DEPTH_TEST); + GPU_depth_test(false); gpuPushMatrix(); gpuMultMatrix(lcd->ob->obmat); @@ -134,7 +135,7 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg) } if (lcd->totpoint > 0) { - glPointSize(3.0f); + GPU_point_size(3.0f); immBegin(GWN_PRIM_POINTS, lcd->totpoint); @@ -150,7 +151,7 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg) gpuPopMatrix(); if (v3d && v3d->zbuf) - glEnable(GL_DEPTH_TEST); + GPU_depth_test(true); } } |