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authorMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
commit8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch)
tree4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/editors/space_graph
parente7d57628c955c1843c70c8fc5023f5d8954847bd (diff)
rename built-in point shaders, SMOOTH --> AA
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Diffstat (limited to 'source/blender/editors/space_graph')
-rw-r--r--source/blender/editors/space_graph/graph_draw.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 9781c909ef6..cdc7d62e267 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -181,7 +181,7 @@ static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, boo
/* helper func - draw keyframe vertices only for an F-Curve */
static void draw_fcurve_keyframe_vertices(FCurve *fcu, View2D *v2d, bool edit, unsigned pos)
{
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", UI_GetThemeValuef(TH_VERTEX_SIZE) * U.pixelsize);
@@ -236,7 +236,7 @@ static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool
static void draw_fcurve_handle_vertices(FCurve *fcu, View2D *v2d, bool sel_handle_only, unsigned pos)
{
/* smooth outlines for more consistent appearance */
- immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH);
+ immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
/* set handle size */
immUniform1f("size", (UI_GetThemeValuef(TH_HANDLE_VERTEX_SIZE) + 1.0f) * U.pixelsize);