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authorMike Erwin <significant.bit@gmail.com>2017-04-08 07:50:36 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-08 08:19:48 +0300
commit0947c97fade7a5400e22d85b1f61c5a0f552976a (patch)
tree181186c3c31706c3e0c813b62990c9186e2fc6f6 /source/blender/editors/uvedit
parent1de61696fd2ffc9d800a2eff964045b90c9f2347 (diff)
OpenGL: use PRIM instead of GL enum everywhere else
Well, everywhere that uses Gawain for drawing. Places that call OpenGL directly still use GL enums. Part of T49043
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index 9d5b6495938..bcdaca450c6 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -1540,9 +1540,9 @@ static void stitch_calculate_edge_normal(BMEditMesh *em, UvEdge *edge, float *no
normalize_v2(normal);
}
-static void stitch_draw_vbo(VertexBuffer *vbo, int type, const float col[4])
+static void stitch_draw_vbo(VertexBuffer *vbo, PrimitiveType prim_type, const float col[4])
{
- Batch *batch = Batch_create(type, vbo, NULL);
+ Batch *batch = Batch_create(prim_type, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
Batch_Uniform4fv(batch, "color", col);
Batch_draw(batch);
@@ -1573,7 +1573,7 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
VertexBuffer_allocate_data(vbo, stitch_preview->num_static_tris * 3);
for (int i = 0; i < stitch_preview->num_static_tris * 3; i++)
VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->static_tris[i*2]);
- stitch_draw_vbo(vbo, GL_TRIANGLES, col);
+ stitch_draw_vbo(vbo, PRIM_TRIANGLES, col);
/* Preview Polys */
@@ -1612,9 +1612,9 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
index += stitch_preview->uvs_per_polygon[i] * 2;
}
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_FACE, col);
- stitch_draw_vbo(vbo, GL_TRIANGLES, col);
+ stitch_draw_vbo(vbo, PRIM_TRIANGLES, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_EDGE, col);
- stitch_draw_vbo(vbo_line, GL_LINES, col);
+ stitch_draw_vbo(vbo_line, PRIM_LINES, col);
glDisable(GL_BLEND);
@@ -1628,14 +1628,14 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable);
for (int i = 0; i < stitch_preview->num_stitchable; i++)
VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
- stitch_draw_vbo(vbo, GL_POINTS, col);
+ stitch_draw_vbo(vbo, PRIM_POINTS, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable);
for (int i = 0; i < stitch_preview->num_unstitchable; i++)
VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
- stitch_draw_vbo(vbo, GL_POINTS, col);
+ stitch_draw_vbo(vbo, PRIM_POINTS, col);
}
else {
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
@@ -1643,14 +1643,14 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable * 2);
for (int i = 0; i < stitch_preview->num_stitchable * 2; i++)
VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
- stitch_draw_vbo(vbo, GL_LINES, col);
+ stitch_draw_vbo(vbo, PRIM_LINES, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable * 2);
for (int i = 0; i < stitch_preview->num_unstitchable * 2; i++)
VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
- stitch_draw_vbo(vbo, GL_LINES, col);
+ stitch_draw_vbo(vbo, PRIM_LINES, col);
}
}