diff options
author | Campbell Barton <ideasman42@gmail.com> | 2014-04-22 15:59:43 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2014-04-22 16:01:52 +0400 |
commit | 4e3c9b01a00c9f956dc0c3e0eada0b34a22a4418 (patch) | |
tree | 21c7e6961e6283fe6e6d05d81cd47b97348a0152 /source/blender/editors/transform/transform_manipulator.c | |
parent | 058bc50799b469f36ef091eb3afc0806ce9de54b (diff) |
View3d: api naming, for setting the view matrix.
Diffstat (limited to 'source/blender/editors/transform/transform_manipulator.c')
-rw-r--r-- | source/blender/editors/transform/transform_manipulator.c | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c index 0f4e9fa16f2..c8c86f76d32 100644 --- a/source/blender/editors/transform/transform_manipulator.c +++ b/source/blender/editors/transform/transform_manipulator.c @@ -1701,7 +1701,8 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl short hits; const bool is_picksel = true; - extern void setwinmatrixview3d(ARegion *, View3D *, rctf *); // XXX check a bit later on this... (ton) + /* XXX check a bit later on this... (ton) */ + extern void view3d_winmatrix_set(ARegion *ar, View3D *v3d, rctf *rect); /* when looking through a selected camera, the manipulator can be at the * exact same position as the view, skip so we don't break selection */ @@ -1713,7 +1714,7 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl rect.ymin = mval[1] - hotspot; rect.ymax = mval[1] + hotspot; - setwinmatrixview3d(ar, v3d, &rect); + view3d_winmatrix_set(ar, v3d, &rect); mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); glSelectBuffer(64, buffer); @@ -1734,7 +1735,7 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl glPopName(); hits = glRenderMode(GL_RENDER); - setwinmatrixview3d(ar, v3d, NULL); + view3d_winmatrix_set(ar, v3d, NULL); mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); if (hits == 1) return buffer[3]; |