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authorCampbell Barton <ideasman42@gmail.com>2016-01-09 23:12:10 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-01-09 23:12:10 +0300
commitf06f6eab0de15aeebab13074ef0b4173649779b4 (patch)
tree5d690cf77049b740cf2a17de8d337727043fb40f /source/blender/gpu/GPU_select.h
parent8a924899a9e95e33ccdf1568a7b38d355bb91a38 (diff)
Cleanup: style, gpu module
Diffstat (limited to 'source/blender/gpu/GPU_select.h')
-rw-r--r--source/blender/gpu/GPU_select.h10
1 files changed, 0 insertions, 10 deletions
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
index 5dff7116336..6a16b5b7456 100644
--- a/source/blender/gpu/GPU_select.h
+++ b/source/blender/gpu/GPU_select.h
@@ -40,19 +40,9 @@ enum {
GPU_SELECT_NEAREST_SECOND_PASS = 3,
};
-/* initialize and provide buffer for results */
void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits);
-
-/* loads a new selection id and ends previous query, if any. In second pass of selection it also returns
- * if id has been hit on the first pass already. Thus we can skip drawing un-hit objects IMPORTANT: We rely on the order of object rendering on passes to be
- * the same for this to work */
bool GPU_select_load_id(unsigned int id);
-
-/* cleanup and flush selection results to buffer. Return number of hits and hits in buffer.
- * if dopass is true, we will do a second pass with occlusion queries to get the closest hit */
unsigned int GPU_select_end(void);
-
-/* has user activated? */
bool GPU_select_query_check_active(void);
#endif