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authorDalai Felinto <dfelinto@gmail.com>2017-11-15 20:01:57 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-22 12:13:33 +0300
commit8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee (patch)
tree024497bcfb48a42b969471fcb96119f2dcc0e442 /source/blender/gpu/GPU_material.h
parent0a6df6b173c5af2a38d2b808634adb2c6432ce3e (diff)
SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 71bf6c897e7..e1b20cefe99 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -254,7 +254,7 @@ void GPU_materials_free(void);
void GPU_material_bind(
GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
- float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
+ float viewmat[4][4], float viewinv[4][4], float cameraborder[4]);
void GPU_material_bind_uniforms(
GPUMaterial *material, float obmat[4][4], float viewmat[4][4], float obcol[4],
float autobumpscale, GPUParticleInfo *pi, float object_info[3]);