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author | Campbell Barton <ideasman42@gmail.com> | 2016-01-09 23:12:10 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2016-01-09 23:12:10 +0300 |
commit | f06f6eab0de15aeebab13074ef0b4173649779b4 (patch) | |
tree | 5d690cf77049b740cf2a17de8d337727043fb40f /source/blender/gpu/GPU_select.h | |
parent | 8a924899a9e95e33ccdf1568a7b38d355bb91a38 (diff) |
Cleanup: style, gpu module
Diffstat (limited to 'source/blender/gpu/GPU_select.h')
-rw-r--r-- | source/blender/gpu/GPU_select.h | 10 |
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 |