diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-15 08:29:25 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-15 08:29:56 +0300 |
commit | 4b043994e8795f37e9227362fe24fd66d45c6b39 (patch) | |
tree | 921b417669349cc5cc592634bf7b304a4f3820de /source/blender/editors/space_view3d/view3d_draw_legacy.c | |
parent | ff3942505a8d861d0024ce4e95bd80da6ee303de (diff) |
GPU Matrix API: clean up after 2D-3D unification
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API.
- remove unused functions, defines, enums, comments
- remove "3D" from function names
- init to Identity transform (otherwise empty stack)
- gpuMatrixReset lets outside code return to initial state
Part of T49450
Follow up to D2626 and 49fc9cff3b90
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw_legacy.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index db6657de18b..e01ac976f95 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -1193,7 +1193,7 @@ void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d) glClear(GL_DEPTH_BUFFER_BIT); - gpuLoadMatrix3D(rv3d->viewmat); + gpuLoadMatrix(rv3d->viewmat); v3d->zbuf = true; glEnable(GL_DEPTH_TEST); @@ -1232,7 +1232,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover glClear(GL_DEPTH_BUFFER_BIT); - gpuLoadMatrix3D(rv3d->viewmat); + gpuLoadMatrix(rv3d->viewmat); if (rv3d->rflag & RV3D_CLIPPING) { ED_view3d_clipping_set(rv3d); @@ -1588,8 +1588,8 @@ static void view3d_draw_objects( ED_region_pixelspace(ar); *grid_unit = NULL; /* drawgrid need this to detect/affect smallest valid unit... */ VP_legacy_drawgrid(&scene->unit, ar, v3d, grid_unit); - gpuLoadProjectionMatrix3D(rv3d->winmat); - gpuLoadMatrix3D(rv3d->viewmat); + gpuLoadProjectionMatrix(rv3d->winmat); + gpuLoadMatrix(rv3d->viewmat); } else if (!draw_grids_after) { VP_legacy_drawfloor(scene, v3d, grid_unit, true); |