diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 10:18:52 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 10:18:52 +0300 |
commit | 8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch) | |
tree | 4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/editors/space_view3d/drawobject.c | |
parent | e7d57628c955c1843c70c8fc5023f5d8954847bd (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_view3d/drawobject.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 7072cfdba91..52cdaa62912 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -817,7 +817,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa GPU_enable_program_point_size(); unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); - immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH); + immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); immUniform1f("size", size); if (special_color) { @@ -1317,7 +1317,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base, glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH); + immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); immUniform1f("size", lampdot_size); immUniform1f("outlineWidth", outlineWidth); immUniformColor3fvAlpha(color, 0.3f); @@ -4130,7 +4130,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED( Batch *verts = MBC_get_all_verts(me); glEnable(GL_BLEND); - Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH); + Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA); Batch_Uniform4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f); Batch_Uniform1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f); Batch_draw(verts); |