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authorCampbell Barton <ideasman42@gmail.com>2013-05-26 22:36:25 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-05-26 22:36:25 +0400
commitec8d277c64346770b99716b3c1bbdcd07eae26f6 (patch)
treee0fc551f658e2585d0ea1c36b8d3e2c373919ef2 /source/blender/editors/space_view3d/view3d_draw.c
parent4cf069a41d0a3c39a39237656cd7e65be1d37924 (diff)
BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4 - mult_m3_m3m4 -> mul_m3_m3m4 these temporary names were used to avoid problems when argument order was switched.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index e8b480c1f23..8dbaabb0440 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2238,7 +2238,7 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
setwinmatrixview3d(ar, v3d, NULL);
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
- mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
@@ -2275,7 +2275,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *), boo
setwinmatrixview3d(ar, v3d, NULL);
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
- mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
@@ -2467,7 +2467,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
copy_m4_m4(rv3d.winmat, winmat);
copy_m4_m4(rv3d.viewmat, viewmat);
invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
- mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
/* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
@@ -2540,7 +2540,7 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
setviewmatrixview3d(scene, v3d, rv3d); /* note: calls BKE_object_where_is_calc for camera... */
/* update utilitity matrices */
- mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+ mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(rv3d->persinv, rv3d->persmat);
invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
@@ -2840,7 +2840,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w
v3d.lens = params.lens;
}
- mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+ mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
invert_m4_m4(rv3d.persinv, rv3d.viewinv);
return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag,