diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-10-09 02:49:44 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-10-09 02:51:35 +0300 |
commit | 9b49a0d971c50d3316b8b752e6a9f35f67fd53c8 (patch) | |
tree | 466fc2965d4c779f26421cad1afc578d4252b913 /source/blender/gpu/GPU_immediate.h | |
parent | d43c776a566ad4218d24a5c58aa5adce3eacf764 (diff) |
Cleanup: naming
Diffstat (limited to 'source/blender/gpu/GPU_immediate.h')
-rw-r--r-- | source/blender/gpu/GPU_immediate.h | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h index c8a4ea6a837..516f9e60d12 100644 --- a/source/blender/gpu/GPU_immediate.h +++ b/source/blender/gpu/GPU_immediate.h @@ -57,46 +57,46 @@ GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len); /* Provide attribute values that can change per vertex. */ /* First vertex after immBegin must have all its attributes specified. */ -/* Skipped attributes will continue using the previous value for that attrib_id. */ -void immAttrib1f(uint attrib_id, float x); -void immAttrib2f(uint attrib_id, float x, float y); -void immAttrib3f(uint attrib_id, float x, float y, float z); -void immAttrib4f(uint attrib_id, float x, float y, float z, float w); +/* Skipped attributes will continue using the previous value for that attr_id. */ +void immAttrib1f(uint attr_id, float x); +void immAttrib2f(uint attr_id, float x, float y); +void immAttrib3f(uint attr_id, float x, float y, float z); +void immAttrib4f(uint attr_id, float x, float y, float z, float w); -void immAttrib2i(uint attrib_id, int x, int y); +void immAttrib2i(uint attr_id, int x, int y); -void immAttrib1u(uint attrib_id, uint x); +void immAttrib1u(uint attr_id, uint x); -void immAttrib2s(uint attrib_id, short x, short y); +void immAttrib2s(uint attr_id, short x, short y); -void immAttrib2fv(uint attrib_id, const float data[2]); -void immAttrib3fv(uint attrib_id, const float data[3]); -void immAttrib4fv(uint attrib_id, const float data[4]); +void immAttrib2fv(uint attr_id, const float data[2]); +void immAttrib3fv(uint attr_id, const float data[3]); +void immAttrib4fv(uint attr_id, const float data[4]); -void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b); -void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a); +void immAttrib3ub(uint attr_id, unsigned char r, unsigned char g, unsigned char b); +void immAttrib4ub(uint attr_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a); -void immAttrib3ubv(uint attrib_id, const unsigned char data[4]); -void immAttrib4ubv(uint attrib_id, const unsigned char data[4]); +void immAttrib3ubv(uint attr_id, const unsigned char data[4]); +void immAttrib4ubv(uint attr_id, const unsigned char data[4]); /* Explicitly skip an attribute. */ -/* This advanced option kills automatic value copying for this attrib_id. */ -void immSkipAttrib(uint attrib_id); +/* This advanced option kills automatic value copying for this attr_id. */ +void immSkipAttrib(uint attr_id); /* Provide one last attribute value & end the current vertex. */ /* This is most often used for 2D or 3D position (similar to glVertex). */ -void immVertex2f(uint attrib_id, float x, float y); -void immVertex3f(uint attrib_id, float x, float y, float z); -void immVertex4f(uint attrib_id, float x, float y, float z, float w); +void immVertex2f(uint attr_id, float x, float y); +void immVertex3f(uint attr_id, float x, float y, float z); +void immVertex4f(uint attr_id, float x, float y, float z, float w); -void immVertex2i(uint attrib_id, int x, int y); +void immVertex2i(uint attr_id, int x, int y); -void immVertex2s(uint attrib_id, short x, short y); +void immVertex2s(uint attr_id, short x, short y); -void immVertex2fv(uint attrib_id, const float data[2]); -void immVertex3fv(uint attrib_id, const float data[3]); +void immVertex2fv(uint attr_id, const float data[2]); +void immVertex3fv(uint attr_id, const float data[3]); -void immVertex2iv(uint attrib_id, const int data[2]); +void immVertex2iv(uint attr_id, const int data[2]); /* Provide uniform values that don't change for the entire draw call. */ void immUniform1i(const char *name, int x); |