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authorMike Erwin <significant.bit@gmail.com>2017-04-15 08:29:25 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-15 08:29:56 +0300
commit4b043994e8795f37e9227362fe24fd66d45c6b39 (patch)
tree921b417669349cc5cc592634bf7b304a4f3820de /source/blender/editors/space_view3d/view3d_draw_legacy.c
parentff3942505a8d861d0024ce4e95bd80da6ee303de (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.c8
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);