diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-07 23:31:26 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-07 23:31:26 +0300 |
commit | bd3a1b9490d96ca00748f405037379b743744877 (patch) | |
tree | aed8ff42fb92cc78de6729cd6d90c3c5ee9ad8ca /source/blender/gpu/intern/gpu_immediate_util.c | |
parent | c1dc078840541bd64f95fdeca52267c75a061e04 (diff) |
OpenGL: use PRIM instead of GL enum for immBegin
Getting ready for a Gawain API change...
Part of T49043
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate_util.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate_util.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c index 1d9b58bfaa5..52829c6956b 100644 --- a/source/blender/gpu/intern/gpu_immediate_util.c +++ b/source/blender/gpu/intern/gpu_immediate_util.c @@ -213,7 +213,7 @@ void imm_draw_checker_box(float x1, float y1, float x2, float y2) void imm_draw_cylinder_fill_normal_3d( unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks) { - immBegin(GL_TRIANGLES, 6 * slices * stacks); + immBegin(PRIM_TRIANGLES, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { const float angle1 = 2 * M_PI * ((float)i / (float)slices); const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices); @@ -264,7 +264,7 @@ void imm_draw_cylinder_fill_normal_3d( void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float height, int slices, int stacks) { - immBegin(GL_LINES, 6 * slices * stacks); + immBegin(PRIM_LINES, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { const float angle1 = 2 * M_PI * ((float)i / (float)slices); const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices); @@ -301,7 +301,7 @@ void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float he void imm_draw_cylinder_fill_3d(unsigned int pos, float base, float top, float height, int slices, int stacks) { - immBegin(GL_TRIANGLES, 6 * slices * stacks); + immBegin(PRIM_TRIANGLES, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { const float angle1 = 2 * M_PI * ((float)i / (float)slices); const float angle2 = 2 * M_PI * ((float)(i + 1) / (float)slices); |