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authorMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-28 10:18:52 +0300
commit8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch)
tree4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/editors/space_view3d/drawobject.c
parente7d57628c955c1843c70c8fc5023f5d8954847bd (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.c6
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);