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authorMike Erwin <significant.bit@gmail.com>2017-03-21 23:08:14 +0300
committerMike Erwin <significant.bit@gmail.com>2017-03-21 23:11:55 +0300
commit3bd831d1d61634e533227bccc04a46574289b774 (patch)
treed13653a64c6a9e514653d08ada6b642b79281e6d /source/blender/editors/screen/glutil.c
parent7870bde275a23b78198dc9d943e8dfe7a05a8b01 (diff)
OpenGL: convert to new matrix API (part 4)
Part of T49450, fixes a Push/Pop mismatch from part yesterday's 3.
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c15
1 files changed, 8 insertions, 7 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index f1ad04c0982..fd0e1febdd8 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -50,6 +50,7 @@
#include "GPU_basic_shader.h"
#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "UI_interface.h"
@@ -568,12 +569,12 @@ void glaDefine2DArea(rcti *screen_rect)
*/
glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ gpuLoadIdentity();
glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1);
- glTranslatef(GLA_PIXEL_OFS, GLA_PIXEL_OFS, 0.0);
+ gpuTranslate2f(GLA_PIXEL_OFS, GLA_PIXEL_OFS);
glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ gpuLoadIdentity();
}
/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */
@@ -684,9 +685,9 @@ void glaEnd2DDraw(gla2DDrawInfo *di)
glViewport(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
glScissor(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(di->orig_projmat);
+ gpuLoadMatrix3D(di->orig_projmat);
glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(di->orig_viewmat);
+ gpuLoadMatrix3D(di->orig_viewmat);
MEM_freeN(di);
}
@@ -743,14 +744,14 @@ void bglPolygonOffset(float viewdist, float dist)
winmat[14] -= offs;
offset += offs;
- glLoadMatrixf(winmat);
+ gpuLoadMatrix3D(winmat);
glMatrixMode(GL_MODELVIEW);
}
else {
glMatrixMode(GL_PROJECTION);
winmat[14] += offset;
offset = 0.0;
- glLoadMatrixf(winmat);
+ gpuLoadMatrix3D(winmat);
glMatrixMode(GL_MODELVIEW);
}
}