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authorMike Erwin <significant.bit@gmail.com>2017-04-06 07:59:04 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-06 08:18:12 +0300
commit0debbe2b7f7177678c9bce9046c1499b698ac969 (patch)
tree9a1fb242aae9be44b3479d2a747411b6e0c04822 /source/blender/gpu/intern/gpu_viewport.c
parentc2f5cd8f6454bf8256a39a5fc9cb075311e25c58 (diff)
Gawain: VertexFormat_add_attrib (function name change)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style: unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index bcfe4f38f3e..3aea6f8bea4 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -251,8 +251,8 @@ static void draw_ofs_to_screen(GPUViewport *viewport)
const float h = (float)GPU_texture_height(color);
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
GPU_texture_bind(color, 0);
@@ -381,8 +381,8 @@ void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, con
const float h = (float)GPU_texture_height(viewport->debug_depth);
VertexFormat *format = immVertexFormat();
- unsigned texcoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH);