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authorCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
commitb4d053efc75424fca4b413ac1bc7a7e826fac629 (patch)
tree80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/editors/space_clip/clip_utils.c
parent349946bd010b1112b13c8594aabfb318c330bc0d (diff)
Gawain API naming refactor
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/editors/space_clip/clip_utils.c')
-rw-r--r--source/blender/editors/space_clip/clip_utils.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_clip/clip_utils.c b/source/blender/editors/space_clip/clip_utils.c
index 5d02f02167b..40661937bae 100644
--- a/source/blender/editors/space_clip/clip_utils.c
+++ b/source/blender/editors/space_clip/clip_utils.c
@@ -248,13 +248,13 @@ void clip_draw_cfra(SpaceClip *sc, ARegion *ar, Scene *scene)
View2D *v2d = &ar->v2d;
float x = (float)(sc->user.framenr * scene->r.framelen);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
glLineWidth(2.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, x, v2d->cur.ymin);
immVertex2f(pos, x, v2d->cur.ymax);
immEnd();
@@ -283,7 +283,7 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -297,7 +297,7 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
/* thin lines where the actual frames are */
glLineWidth(1.0f);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, (float)SFRA, v2d->cur.ymin);
immVertex2f(pos, (float)SFRA, v2d->cur.ymax);
immVertex2f(pos, (float)EFRA, v2d->cur.ymin);