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authorCampbell Barton <ideasman42@gmail.com>2017-05-17 06:31:01 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-05-17 06:31:01 +0300
commitaa66f2c7eb4a79f30c3c3b329885181bdb034993 (patch)
tree2b4dbad08e74a5c67df529270a1913aa366feed9 /source/blender/editors/space_view3d/drawobject.c
parent431b7c8eb1a3795332f1c49a1ad0f69beba43bbd (diff)
Use byte color for selection drawing
Some small advantage to using 1/4 sized data-type.
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index cfde4adfd5f..aad175e8a65 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -9354,9 +9354,9 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
VertexFormat *format = immVertexFormat();
data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, KEEP_INT);
- immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
@@ -9387,9 +9387,9 @@ static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
data.offset = offset;
VertexFormat *format = immVertexFormat();
data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, KEEP_INT);
- immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
@@ -9445,9 +9445,9 @@ static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *dm, int offset)
if (imm_len == 0) return;
data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, KEEP_INT);
- immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
@@ -9516,9 +9516,9 @@ static void bbs_mesh_face(BMEditMesh *em, DerivedMesh *dm, const bool use_select
VertexFormat *format = immVertexFormat();
data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, KEEP_INT);
- immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
immBeginAtMost(PRIM_TRIANGLES, imm_len);
@@ -9574,9 +9574,9 @@ static void bbs_mesh_face_dot(BMEditMesh *em, DerivedMesh *dm)
data.bm = em->bm;
VertexFormat *format = immVertexFormat();
data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, KEEP_INT);
- immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));