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authorJulian Eisel <julian@blender.org>2022-01-17 20:13:54 +0300
committerJulian Eisel <julian@blender.org>2022-01-17 20:26:10 +0300
commit194979e92947524c6257a38ae7bee4b20dc61d9e (patch)
treec78efadde53238ce954ff0b090016ddbe7441005 /source/blender/windowmanager
parentaa0ecd17918d5f1c3ce684f8f14b6aa7080ea9e1 (diff)
Cleanup: Improve naming of immediate mode buffer draw functions
Followup to the previous commit. Jeroen and I agreed the old naming was confusing.
Diffstat (limited to 'source/blender/windowmanager')
-rw-r--r--source/blender/windowmanager/intern/wm_dragdrop.c26
-rw-r--r--source/blender/windowmanager/intern/wm_gesture.c2
2 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/windowmanager/intern/wm_dragdrop.c b/source/blender/windowmanager/intern/wm_dragdrop.c
index f2459b7fdc9..96cb66b44ea 100644
--- a/source/blender/windowmanager/intern/wm_dragdrop.c
+++ b/source/blender/windowmanager/intern/wm_dragdrop.c
@@ -748,19 +748,19 @@ static void wm_drag_draw_icon(bContext *UNUSED(C),
float col[4] = {1.0f, 1.0f, 1.0f, 0.65f}; /* this blends texture */
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTexScaled(&state,
- x,
- y,
- drag->imb->x,
- drag->imb->y,
- GPU_RGBA8,
- false,
- drag->imb->rect,
- drag->scale,
- drag->scale,
- 1.0f,
- 1.0f,
- col);
+ immDrawPixelsTexTiled_scaling(&state,
+ x,
+ y,
+ drag->imb->x,
+ drag->imb->y,
+ GPU_RGBA8,
+ false,
+ drag->imb->rect,
+ drag->scale,
+ drag->scale,
+ 1.0f,
+ 1.0f,
+ col);
}
else {
int padding = 4 * UI_DPI_FAC;
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index 47f51214a8e..7f923d4af60 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -412,7 +412,7 @@ static void draw_filled_lasso(wmGesture *gt)
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(
+ immDrawPixelsTexTiled(
&state, rect.xmin, rect.ymin, w, h, GPU_R8, false, pixel_buf, 1.0f, 1.0f, NULL);
GPU_shader_unbind();