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authorClément Foucault <foucault.clem@gmail.com>2020-07-17 20:21:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-18 04:43:52 +0300
commit1f2edba1fbf39a40b07bdf37276d2650655a4edd (patch)
tree8a4421f5b3eeede0cc37cd1dde19d3c9983dfb45 /source/blender/editors
parentd19b3019d9aee026b7aab738624795da162f6a8b (diff)
Cleanup: GPU: Encapsulate scissor test
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/screen/screen_draw.c4
-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c3
2 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index 3700deb8d77..1608e842376 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -404,7 +404,7 @@ void ED_screen_draw_edges(wmWindow *win)
/* It seems that all areas gets smaller when pixelsize is > 1.
* So in order to avoid missing pixels we just disable de scissors. */
if (U.pixelsize <= 1.0f) {
- glEnable(GL_SCISSOR_TEST);
+ GPU_scissor_test(true);
}
UI_GetThemeColor4fv(TH_EDITOR_OUTLINE, col);
@@ -429,7 +429,7 @@ void ED_screen_draw_edges(wmWindow *win)
GPU_blend(false);
if (U.pixelsize <= 1.0f) {
- glDisable(GL_SCISSOR_TEST);
+ GPU_scissor_test(false);
}
}
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 6b32d879c8d..d0082769575 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -615,8 +615,7 @@ static bool paint_draw_tex_overlay(UnifiedPaintSettings *ups,
if (load_tex(brush, vc, zoom, col, primary)) {
GPU_color_mask(true, true, true, true);
- GPU_depth_mask(false);
- glDepthFunc(GL_ALWAYS);
+ GPU_depth_test(false);
if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
GPU_matrix_push();