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author | Mike Erwin <significant.bit@gmail.com> | 2017-04-13 11:00:19 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-13 11:00:19 +0300 |
commit | 1c426d5b6cf70dc4bf84b3bdc494b4543d68c715 (patch) | |
tree | ec57aaf0cc299b9d60d0ddda920e2fc87e5fd080 /source/blender/gpu/GPU_immediate.h | |
parent | fae01c3a54f1122341404e88e41ef9bf275af1d6 (diff) |
OpenGL: implement 2D with 4x4 matrices
... even though 3x3 feels better.
This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks.
External API stays (almost) the same. Our GLSL shaders can use this without any changes.
Part of T49450 and T51164
Diffstat (limited to 'source/blender/gpu/GPU_immediate.h')
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