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authorSergey Sharybin <sergey.vfx@gmail.com>2017-04-19 11:46:05 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-04-19 16:22:58 +0300
commit3f11be3f7de90517826cb114f648b06fc85b67d4 (patch)
tree3698f730600c6fe119df84c759376f5c2d4fc130 /source/blender/editors/space_node
parent288892bf08f380afdfe7f2f8f5b1ca2d2e037fe3 (diff)
Get rid of glMatrixMode calls
With the explicit calls we don't need to worry about current state outside of the GPU module now. In fact. we don't need to worry about current matrix mode in core profile at all. Legacy OpenGL now has some code which ensures current matrix mode when using explicit calls to push/pop matrix.
Diffstat (limited to 'source/blender/editors/space_node')
-rw-r--r--source/blender/editors/space_node/drawnode.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 3b3a11f3269..a6550b32265 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -3175,9 +3175,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
if (ibuf) {
float x, y;
- glMatrixMode(GL_PROJECTION);
gpuPushProjectionMatrix();
- glMatrixMode(GL_MODELVIEW);
gpuPushMatrix();
/* somehow the offset has to be calculated inverse */
@@ -3263,9 +3261,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
}
}
- glMatrixMode(GL_PROJECTION);
gpuPopProjectionMatrix();
- glMatrixMode(GL_MODELVIEW);
gpuPopMatrix();
}