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authorClément Foucault <foucault.clem@gmail.com>2020-07-17 20:03:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-18 04:43:52 +0300
commita6bd7777c20aa229ae9c4cdd537e94cf8a9c7edf (patch)
tree839f559613038d8ec17e18b7bc85b1a231bf01a4 /source/blender/gpu/intern/gpu_select_sample_query.c
parent35f1b3e43b37006486b94675466cf4260087e269 (diff)
Cleanup: GPU: Encapsulate glViewport calls
Diffstat (limited to 'source/blender/gpu/intern/gpu_select_sample_query.c')
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index b20b6cac36b..70ad2f6759e 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -94,8 +94,8 @@ void gpu_select_query_begin(
* We need to get the region of the viewport so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
* the viewport but this is a rare case I think */
- glGetFloatv(GL_VIEWPORT, viewport);
- glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
+ GPU_viewport_size_get_f(viewport);
+ GPU_viewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */