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authorClément Foucault <foucault.clem@gmail.com>2017-02-06 16:06:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-02-06 16:06:13 +0300
commit8dbd961a3ecb56f9ecef8d028914d981d65ef75b (patch)
tree69026b935d0dcebd01ea71ebca62d35a7da0e91b /source/blender/editors/screen/area.c
parentcb3daaf3550deb3926ef7f5dfc8d740f3f18ae27 (diff)
OpenGL immediate mode: interface_draw.c
Diffstat (limited to 'source/blender/editors/screen/area.c')
-rw-r--r--source/blender/editors/screen/area.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 93dad8de7b7..0b986d7e48e 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -373,39 +373,39 @@ static void region_draw_azone_tab_plus(AZone *az)
static void region_draw_azone_tab(AZone *az)
{
- float col[3];
+ float col[4];
glEnable(GL_BLEND);
UI_GetThemeColor3fv(TH_HEADER, col);
- glColor4f(col[0], col[1], col[2], 0.5f);
+ col[3] = 0.5f;
/* add code to draw region hidden as 'too small' */
switch (az->edge) {
case AE_TOP_TO_BOTTOMRIGHT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_TOP_RIGHT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
break;
case AE_BOTTOM_TO_TOPLEFT:
UI_draw_roundbox_corner_set(UI_CNR_BOTTOM_RIGHT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, 0.3f + (float)az->y1, (float)az->x2, 0.3f + (float)az->y2, 4.0f);
break;
case AE_LEFT_TO_TOPRIGHT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_LEFT | UI_CNR_BOTTOM_LEFT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
break;
case AE_RIGHT_TO_TOPLEFT:
UI_draw_roundbox_corner_set(UI_CNR_TOP_RIGHT | UI_CNR_BOTTOM_RIGHT | UI_RB_ALPHA);
- UI_draw_roundbox_shade_x(GL_POLYGON, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f);
+ UI_draw_roundbox_shade_x(GL_TRIANGLE_FAN, (float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f, -0.3f, 0.05f, col);
glColor4ub(0, 0, 0, 255);
UI_draw_roundbox_unfilled((float)az->x1, (float)az->y1, (float)az->x2, (float)az->y2, 4.0f);
break;