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author | Mike Erwin <significant.bit@gmail.com> | 2017-04-16 19:25:42 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-16 19:25:42 +0300 |
commit | 7041b99b5a90509f215db83feeca900d123932b2 (patch) | |
tree | 85f0c6d07ae4b4e738d985c7481a2351caad71e8 /source/blender/editors/space_sequencer | |
parent | bf441fcfacc1648cb5aff87dafd1e5f0098e3d2b (diff) |
use immUniformColor instead of immUniform("color"
The specialized color functions are better in every way:
- faster lookup (don't have to match "color" string)
- flexible inputs (RGB with separate alpha)
- automatic alpha = 1.0 if not specified
Sort of related to T49043
Diffstat (limited to 'source/blender/editors/space_sequencer')
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index e735c60c928..51cce607a1c 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -1310,7 +1310,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq unsigned int texCoord = VertexFormat_add_attrib(imm_format, "texCoord", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR); - immUniform4f("color", 1.0f, 1.0f, 1.0f, 1.0f); + immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f); immUniform1i("image", GL_TEXTURE0); immBegin(PRIM_TRIANGLE_FAN, 4); |