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authorSergey Sharybin <sergey.vfx@gmail.com>2017-04-19 15:38:26 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-04-19 15:44:42 +0300
commitb01df8222f7d262c7cc08a6e38ab693cad5e27da (patch)
tree9741710b54dbbbccbfd72ad4f165329776de635d /source/blender/editors/space_view3d/drawmesh.c
parent9c84d9981909333882b1d71954cee6710dd88748 (diff)
Comment out places which are using texture matrix mode for core profile
There is only two places which are using texture matrix mode: - Tiled tface support. - Texture shading mode for texture mapping. Both cases are subject for reconsideration: it is likely that we'll be getting rid of tface, which means game properties like tiles needs to be revisited anyway. As for texture shading it is using basic shader which is also not supported by core profile anyway.
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 92fb8d3efa1..f1deae7e0fd 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -1103,9 +1103,13 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
/* bind texture */
glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
+#if SUPPORT_LEGACY_MATRIX
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((float*) texbase->tex_mapping.mat); /* TEXTURE */
glMatrixMode(GL_MODELVIEW);
+#else
+ (void)texbase;
+#endif
/* use active UV texture layer */
memset(gattribs, 0, sizeof(*gattribs));