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authorMike Erwin <significant.bit@gmail.com>2017-03-21 09:51:02 +0300
committerMike Erwin <significant.bit@gmail.com>2017-03-21 09:51:02 +0300
commitd409c483104c36be82ff29ff06a39b40636355dc (patch)
treecf358ce124510a9b988afe34ffc264387fbee76e /source/blender/editors/space_view3d/view3d_draw.c
parent8fe9e94a529853415ef8db53aac40b8698ed29d9 (diff)
OpenGL: convert to new matrix API (part 3)
Part of T49450
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c25
1 files changed, 12 insertions, 13 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index e1eaf2e1727..2fa154015fd 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -207,11 +207,10 @@ static void view3d_main_region_setup_view(Scene *scene, View3D *v3d, ARegion *ar
ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
/* set for opengl */
- /* TODO(merwin): transition to GPU_matrix API */
glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
+ gpuLoadMatrix3D(rv3d->winmat); /* XXX make a gpuLoadProjectionMatrix function? */
glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
}
static bool view3d_stereo3d_active(const bContext *C, Scene *scene, View3D *v3d, RegionView3D *rv3d)
@@ -773,9 +772,9 @@ static bool view3d_draw_render_draw(const bContext *C, Scene *scene,
/* background draw */
glMatrixMode(GL_PROJECTION);
- glPushMatrix();
+ gpuPushMatrix();
glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gpuPushMatrix();
ED_region_pixelspace(ar);
if (clip_border) {
@@ -804,9 +803,9 @@ static bool view3d_draw_render_draw(const bContext *C, Scene *scene,
}
glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ gpuPopMatrix();
glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gpuPopMatrix();
return true;
}
@@ -1498,9 +1497,9 @@ static void view3d_draw_grid(const bContext *C, ARegion *ar)
drawgrid(&scene->unit, ar, v3d, &grid_unit);
glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(rv3d->winmat);
+ gpuLoadMatrix3D(rv3d->winmat); /* XXX make a gpuLoadProjectionMatrix function? */
glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
}
else {
drawfloor(scene, v3d, &grid_unit, false);
@@ -1786,9 +1785,9 @@ Scene *scene, SceneLayer *sl, Object *ob, Base *base, View3D *v3d,
RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
{
glMatrixMode(GL_PROJECTION);
- glPushMatrix();
+ gpuPushMatrix();
glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gpuPushMatrix();
/* multiply view with object matrix.
* local viewmat and persmat, to calculate projections */
@@ -1834,9 +1833,9 @@ RegionView3D *rv3d, const bool is_boundingbox, const unsigned char color[4])
ED_view3d_clear_mats_rv3d(rv3d);
glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ gpuPopMatrix();
glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gpuPopMatrix();
}
/* ******************** info ***************** */