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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 17:02:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-30 17:39:26 +0300
commiteb7188802daf5909351d8a3c01b68303b655c1bc (patch)
tree137c2c43be509c07efa96ba49c63b5632974cceb /source/blender/gpu/intern/gpu_draw.c
parent41431eacfa1afc66533f5d27cc21dfa58024e26c (diff)
DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 8b23cf6f936..7bfebb702a1 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -914,12 +914,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_has_colors(sds->fluid)) {
float *data = MEM_callocN(sizeof(float) * sds->total_cells * 4, "smokeColorTexture");
smoke_get_rgba(sds->fluid, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], data, NULL);
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_RGBA8, data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ sds->tex = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
GPU_R8, smoke_get_density(sds->fluid), NULL);
/* Swizzle the RGBA components to read the Red channel so
@@ -933,7 +933,7 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_has_fuel(sds->fluid)) ?
- GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
GPU_R8, smoke_get_flame(sds->fluid), NULL) :
NULL;
}
@@ -942,12 +942,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
if (smoke_turbulence_has_colors(sds->wt)) {
float *data = MEM_callocN(sizeof(float) * smoke_turbulence_get_cells(sds->wt) * 4, "smokeColorTexture");
smoke_turbulence_get_rgba(sds->wt, data, 0);
- sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], data, NULL);
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], GPU_RGBA8, data, NULL);
MEM_freeN(data);
}
/* density only */
else {
- sds->tex = GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ sds->tex = GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
GPU_R8, smoke_turbulence_get_density(sds->wt), NULL);
/* Swizzle the RGBA components to read the Red channel so
@@ -961,12 +961,12 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres)
GPU_texture_unbind(sds->tex);
}
sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ?
- GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1,
+ GPU_texture_create_3D(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2],
GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) :
NULL;
}
- sds->tex_shadow = GPU_texture_create_3D_custom(sds->res[0], sds->res[1], sds->res[2], 1,
+ sds->tex_shadow = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2],
GPU_R8, sds->shadow, NULL);
}
#else // WITH_SMOKE