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authorMiika Hamalainen <blender@miikah.org>2011-11-07 20:36:49 +0400
committerMiika Hamalainen <blender@miikah.org>2011-11-07 20:36:49 +0400
commitedec46b0a6aac18f406991b9e16228d4bd848c61 (patch)
tree1240768d737c63705fdb38c9832d926ed0bcda94 /source/blender/gpu/intern/gpu_material.c
parent2ed6f077b3952123d56916980d18a379ecb3e5ac (diff)
parent4d7a9e5c055fd3903162b61fdd40fb77b2b96793 (diff)
Merge with trunk r41625
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 26c08f6cae5..9344b4e680a 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -260,7 +260,7 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
if(!lamp->hide && (lamp->lay & viewlay) && (!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))) {
lamp->dynenergy = lamp->energy;
- VECCOPY(lamp->dyncol, lamp->col);
+ copy_v3_v3(lamp->dyncol, lamp->col);
}
else {
lamp->dynenergy = 0.0f;
@@ -296,7 +296,7 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat);
}
if(material->builtins & GPU_OBCOLOR) {
- QUATCOPY(col, obcol);
+ copy_v4_v4(col, obcol);
CLAMP(col[3], 0.0f, 1.0f);
GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
}
@@ -306,14 +306,14 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
lamp= nlink->data;
if(material->dynproperty & DYN_LAMP_VEC) {
- VECCOPY(lamp->dynvec, lamp->vec);
+ copy_v3_v3(lamp->dynvec, lamp->vec);
normalize_v3(lamp->dynvec);
negate_v3(lamp->dynvec);
mul_mat3_m4_v3(viewmat, lamp->dynvec);
}
if(material->dynproperty & DYN_LAMP_CO) {
- VECCOPY(lamp->dynco, lamp->co);
+ copy_v3_v3(lamp->dynco, lamp->co);
mul_m4_v3(viewmat, lamp->dynco);
}
@@ -1472,8 +1472,8 @@ void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[][4])
copy_m4_m4(mat, obmat);
normalize_m4(mat);
- VECCOPY(lamp->vec, mat[2]);
- VECCOPY(lamp->co, mat[3]);
+ copy_v3_v3(lamp->vec, mat[2]);
+ copy_v3_v3(lamp->co, mat[3]);
copy_m4_m4(lamp->obmat, mat);
invert_m4_m4(lamp->imat, mat);
}