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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-19 20:09:26 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-19 20:09:26 +0400
commit0f6fc0b207e48d413b728119506c399ae4597699 (patch)
tree7812a5941d7deec42bf24e1f4a9c93f679867db4 /source/blender/gpu/GPU_extensions.h
parent65ddef19b92d39415a5943e01903d66ede9f1df6 (diff)
Fix again for the NVidia driver bug. This time I'm just giving up
using linking together the precompiled library shader code and material code and recompiling it all again for each material even if it gives a performance hit, since the previous workaround only worked on some driver versions still.
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r--source/blender/gpu/GPU_extensions.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index d3faa81ebb1..3813fe3da8e 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -108,8 +108,8 @@ void GPU_framebuffer_restore();
- only for fragment shaders now
- must call texture bind before setting a texture as uniform! */
-GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, GPUShader *lib);
-GPUShader *GPU_shader_create_lib(const char *code);
+GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode); /*GPUShader *lib);*/
+/*GPUShader *GPU_shader_create_lib(const char *code);*/
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);