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authorMike Erwin <significant.bit@gmail.com>2017-04-27 17:35:12 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-27 17:35:12 +0300
commita49708a69181b4c15fb2bd58f6721a39a7e9b0e6 (patch)
treeb0091bff90089c4c9a52d2147a323f42cf47ee7c /source/blender/gpu/intern/gpu_draw.c
parent34c808287e17c835c2fca1853046bbcbf66a2e5b (diff)
OpenGL: stop using GL_NORMALIZE
With GLSL there is no need for GL_NORMALIZE. We explicitly normalize in the shader, or (better) send in unit vectors. Part of T51164
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 85180b74246..19fb37b47a6 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -2291,8 +2291,6 @@ void GPU_state_init(void)
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glDepthFunc(GL_LEQUAL);
- /* scaling matrices */
- glEnable(GL_NORMALIZE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
@@ -2548,7 +2546,6 @@ void gpuSaveState(GPUStateValues *values, eGPUStateMask mask)
values->is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
values->is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
values->is_multisample = glIsEnabled(GL_MULTISAMPLE);
- values->is_normalize = glIsEnabled(GL_NORMALIZE);
values->is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
values->is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
values->is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
@@ -2612,7 +2609,6 @@ void gpuRestoreState(GPUStateValues *values)
restore_mask(GL_LINE_SMOOTH, values->is_line_smooth);
restore_mask(GL_COLOR_LOGIC_OP, values->is_color_logic_op);
restore_mask(GL_MULTISAMPLE, values->is_multisample);
- restore_mask(GL_NORMALIZE, values->is_normalize);
restore_mask(GL_POLYGON_OFFSET_LINE, values->is_polygon_offset_line);
restore_mask(GL_POLYGON_OFFSET_FILL, values->is_polygon_offset_fill);
restore_mask(GL_POLYGON_SMOOTH, values->is_polygon_smooth);