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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_framebuffer.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_framebuffer.c')
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index 3f89adfd8a5..75576c35f51 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -657,11 +657,11 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool dept
ofs = MEM_callocN(sizeof(GPUOffScreen), "GPUOffScreen");
- ofs->color = GPU_texture_create_2D_custom_multisample(width, height, 4,
+ ofs->color = GPU_texture_create_2D_multisample(width, height,
(high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out);
if (depth) {
- ofs->depth = GPU_texture_create_depth_with_stencil_multisample(width, height, samples, err_out);
+ ofs->depth = GPU_texture_create_2D_multisample(width, height, GPU_DEPTH24_STENCIL8, NULL, samples, err_out);
}
if ((depth && !ofs->depth) || !ofs->color) {