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authorMike Erwin <significant.bit@gmail.com>2017-03-22 00:49:21 +0300
committerMike Erwin <significant.bit@gmail.com>2017-03-22 00:49:21 +0300
commit6d2aca5a96efd8ac61eec633c43a41e641379a68 (patch)
treede0d38249d8b439bf360ceb8d77f8112d4047f9e /source/blender/editors/space_view3d/view3d_select.c
parent7aad5cf573a964753b37573c5a2ea12af5d5952a (diff)
OpenGL: convert to new matrix API (part 5)
Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c. This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left. glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon. Part of T49450
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index 8eee7f6a632..76f8db1cec5 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -75,7 +75,6 @@
#include "BKE_utildefines.h"
-#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "WM_api.h"
@@ -97,6 +96,7 @@
#include "UI_interface.h"
#include "GPU_draw.h"
+#include "GPU_matrix.h"
#include "view3d_intern.h" /* own include */
@@ -477,7 +477,7 @@ static void do_lasso_select_mesh(ViewContext *vc, const int mcords[][2], short m
/* for non zbuf projections, don't change the GL state */
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d);
- glLoadMatrixf(vc->rv3d->viewmat);
+ gpuLoadMatrix3D(vc->rv3d->viewmat);
bbsel = EDBM_backbuf_border_mask_init(vc, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
if (ts->selectmode & SCE_SELECT_VERTEX) {
@@ -1849,7 +1849,7 @@ static int do_mesh_box_select(ViewContext *vc, rcti *rect, bool select, bool ext
/* for non zbuf projections, don't change the GL state */
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d);
- glLoadMatrixf(vc->rv3d->viewmat);
+ gpuLoadMatrix3D(vc->rv3d->viewmat);
bbsel = EDBM_backbuf_border_init(vc, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
if (ts->selectmode & SCE_SELECT_VERTEX) {