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authorAntony Riakiotakis <kalast@gmail.com>2015-07-25 14:17:37 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-07-25 15:42:26 +0300
commit50a46a5973d90787eaa37ea959b9035918a071af (patch)
treec32b8cd522d8400907770cf93c4154b7601b2569 /source/blender/gpu/GPU_buffers.h
parent38e19536bf6dd33cf73578260b17c5bc9d5db268 (diff)
GPU buffer materials:
Separate and reuse some shared code. Also avoid counting for information we already know, such as total loop triangles etc.
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r--source/blender/gpu/GPU_buffers.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index a50d63d89ec..8bb3ef4a3bc 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -48,6 +48,7 @@ struct DMFlagMat;
struct DerivedMesh;
struct GSet;
struct GPUVertPointLink;
+struct GPUDrawObject;
struct PBVH;
struct MVert;
@@ -71,6 +72,8 @@ typedef struct GPUBufferMaterial {
short mat_nr;
} GPUBufferMaterial;
+void GPU_buffer_material_finalize(struct GPUDrawObject *gdo, GPUBufferMaterial *matinfo, int totmat);
+
/* meshes are split up by material since changing materials requires
* GL state changes that can't occur in the middle of drawing an
* array.