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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 17:02:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-30 17:39:26 +0300
commiteb7188802daf5909351d8a3c01b68303b655c1bc (patch)
tree137c2c43be509c07efa96ba49c63b5632974cceb /source/blender/editors/space_view3d
parent41431eacfa1afc66533f5d27cc21dfa58024e26c (diff)
DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index d39f3937a9d..3b648e3b13a 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -128,7 +128,7 @@ static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
break;
}
- GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, data, NULL);
+ GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
MEM_freeN(data);
@@ -159,7 +159,7 @@ static GPUTexture *create_field_texture(SmokeDomainSettings *sds)
default: return NULL;
}
- return GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1, GPU_R8, field, NULL);
+ return GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R8, field, NULL);
}
typedef struct VolumeSlicer {