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Diffstat (limited to 'source/blender/blenfont/intern/blf_glyph.c')
-rw-r--r--source/blender/blenfont/intern/blf_glyph.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenfont/intern/blf_glyph.c b/source/blender/blenfont/intern/blf_glyph.c
index b5fe29ae2d9..9af347908e1 100644
--- a/source/blender/blenfont/intern/blf_glyph.c
+++ b/source/blender/blenfont/intern/blf_glyph.c
@@ -245,11 +245,11 @@ GlyphBLF *blf_glyph_add(FontBLF *font, unsigned int index, unsigned int c)
if (font->flags & BLF_HINTING)
flags &= ~FT_LOAD_NO_HINTING;
-
+
if (is_sharp)
err = FT_Load_Glyph(font->face, (FT_UInt)index, FT_LOAD_TARGET_MONO);
else
- err = FT_Load_Glyph(font->face, (FT_UInt)index, flags);
+ err = FT_Load_Glyph(font->face, (FT_UInt)index, flags);
if (err) {
BLI_spin_unlock(font->ft_lib_mutex);
@@ -336,13 +336,13 @@ static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, floa
glBegin(GL_QUADS);
glTexCoord2f(uv[0][0], uv[0][1]);
glVertex2f(dx, y1);
-
+
glTexCoord2f(uv[0][0], uv[1][1]);
glVertex2f(dx, y2);
-
+
glTexCoord2f(uv[1][0], uv[1][1]);
glVertex2f(dx1, y2);
-
+
glTexCoord2f(uv[1][0], uv[0][1]);
glVertex2f(dx1, y1);
glEnd();
@@ -355,7 +355,7 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
2 / 60.0f, 5 / 60.0f, 8 / 60.0f, 5 / 60.0f, 2 / 60.0f,
1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f};
-
+
const float *fp = soft;
float color[4];
float dx, dy;
@@ -363,7 +363,7 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
color[0] = shadow_col[0];
color[1] = shadow_col[1];
color[2] = shadow_col[2];
-
+
for (dx = -2; dx < 3; dx++) {
for (dy = -2; dy < 3; dy++, fp++) {
color[3] = *(fp) * shadow_col[3];
@@ -371,7 +371,7 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
}
}
-
+
glColor4fv(color);
}
@@ -396,7 +396,7 @@ static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x
blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
}
}
-
+
glColor4fv(color);
}