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authorMike Erwin <significant.bit@gmail.com>2017-04-06 07:59:04 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-06 08:18:12 +0300
commit0debbe2b7f7177678c9bce9046c1499b698ac969 (patch)
tree9a1fb242aae9be44b3479d2a747411b6e0c04822 /source/blender/editors/space_file
parentc2f5cd8f6454bf8256a39a5fc9cb075311e25c58 (diff)
Gawain: VertexFormat_add_attrib (function name change)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style: unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Diffstat (limited to 'source/blender/editors/space_file')
-rw-r--r--source/blender/editors/space_file/file_draw.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_file/file_draw.c b/source/blender/editors/space_file/file_draw.c
index dc67282f8c2..0df0bcec49d 100644
--- a/source/blender/editors/space_file/file_draw.c
+++ b/source/blender/editors/space_file/file_draw.c
@@ -400,7 +400,7 @@ static void file_draw_preview(
/* border */
if (use_dropshadow) {
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2,KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2,KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -461,7 +461,7 @@ static void draw_background(FileLayout *layout, View2D *v2d)
int i;
int sy;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -7);
@@ -484,8 +484,8 @@ static void draw_dividers(FileLayout *layout, View2D *v2d)
unsigned char col_hi[3], col_lo[3];
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
vertex_ct = (v2d->cur.xmax - v2d->tot.xmin) / step + 1; /* paint at least 1 divider */
vertex_ct *= 4; /* vertex_count = 2 points per divider * 2 lines per divider */