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authorBastien Montagne <montagne29@wanadoo.fr>2017-04-29 17:04:33 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2017-04-29 20:31:36 +0300
commit45eaad88e2a4fddf363e1bac68d5288b25a0b08c (patch)
tree75b6990cdf9c2a4304e650df57aba872c489ae73 /source/blender/gpu/GPU_immediate_util.h
parent8f5f4241c041eb7e62f889314a61d5f0340eb9de (diff)
Getting rid of setlinestyle: add imm_draw_circle_wire_dashed() util.
Needed a bit of twisting in generic private func behind the imm_draw_circle helpers, but think it's fine. Note that this demonstrate yet another downside of new dashed shader compared to olde line style: not only does it needs more complex setup, and can only work with PRIM_LINES type of primitives, but it also behaves totally wrong with chained short segments! We really need to find a better way to do this effect at some point. :(
Diffstat (limited to 'source/blender/gpu/GPU_immediate_util.h')
-rw-r--r--source/blender/gpu/GPU_immediate_util.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h
index 3131dda2a48..eb35e640b13 100644
--- a/source/blender/gpu/GPU_immediate_util.h
+++ b/source/blender/gpu/GPU_immediate_util.h
@@ -29,8 +29,9 @@
void imm_cpack(unsigned int x);
-void imm_draw_circle_wire(unsigned pos, float x, float y, float radius, int nsegments);
-void imm_draw_circle_fill(unsigned pos, float x, float y, float radius, int nsegments);
+void imm_draw_circle_wire(uint shdr_pos, float x, float y, float radius, int nsegments);
+void imm_draw_circle_wire_dashed(uint shdr_pos, uint shdr_dashed_origin, float x, float y, float rad, int nsegments);
+void imm_draw_circle_fill(uint shdr_pos, float x, float y, float radius, int nsegments);
/* use this version when VertexFormat has a vec3 position */
void imm_draw_circle_wire_3d(unsigned pos, float x, float y, float radius, int nsegments);