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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_time
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_time')
-rw-r--r--source/blender/editors/space_time/space_time.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_time/space_time.c b/source/blender/editors/space_time/space_time.c
index 22ab9b73b3e..9844a8053db 100644
--- a/source/blender/editors/space_time/space_time.c
+++ b/source/blender/editors/space_time/space_time.c
@@ -84,7 +84,7 @@ static void time_draw_sfra_efra(Scene *scene, View2D *v2d)
glEnable(GL_BLEND);
VertexFormat *format = immVertexFormat();
- unsigned 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);
@@ -126,7 +126,7 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
BKE_ptcache_ids_from_object(&pidlist, ob, scene, 0);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* iterate over pointcaches on the active object,
@@ -321,7 +321,7 @@ static void time_draw_idblock_keyframes(View2D *v2d, ID *id, short onlysel, cons
if (max_len > 0) {
VertexFormat *format = immVertexFormat();
- unsigned 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);
immUniformColor3ubv(color);