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Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r--source/blender/blenkernel/intern/object.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 72dbd545f8c..8fa4ebb8b3c 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -864,9 +864,9 @@ static LodLevel *lod_level_select(Object *ob, const float camera_position[3])
return current;
}
-bool BKE_object_lod_is_usable(Object *ob, ViewLayer *sl)
+bool BKE_object_lod_is_usable(Object *ob, ViewLayer *view_layer)
{
- bool active = (sl) ? ob == OBACT(sl) : false;
+ bool active = (view_layer) ? ob == OBACT(view_layer) : false;
return (ob->mode == OB_MODE_OBJECT || !active);
}
@@ -880,11 +880,11 @@ void BKE_object_lod_update(Object *ob, const float camera_position[3])
}
}
-static Object *lod_ob_get(Object *ob, ViewLayer *sl, int flag)
+static Object *lod_ob_get(Object *ob, ViewLayer *view_layer, int flag)
{
LodLevel *current = ob->currentlod;
- if (!current || !BKE_object_lod_is_usable(ob, sl))
+ if (!current || !BKE_object_lod_is_usable(ob, view_layer))
return ob;
while (current->prev && (!(current->flags & flag) || !current->source || current->source->type != OB_MESH)) {
@@ -894,14 +894,14 @@ static Object *lod_ob_get(Object *ob, ViewLayer *sl, int flag)
return current->source;
}
-struct Object *BKE_object_lod_meshob_get(Object *ob, ViewLayer *sl)
+struct Object *BKE_object_lod_meshob_get(Object *ob, ViewLayer *view_layer)
{
- return lod_ob_get(ob, sl, OB_LOD_USE_MESH);
+ return lod_ob_get(ob, view_layer, OB_LOD_USE_MESH);
}
-struct Object *BKE_object_lod_matob_get(Object *ob, ViewLayer *sl)
+struct Object *BKE_object_lod_matob_get(Object *ob, ViewLayer *view_layer)
{
- return lod_ob_get(ob, sl, OB_LOD_USE_MAT);
+ return lod_ob_get(ob, view_layer, OB_LOD_USE_MAT);
}
#endif /* WITH_GAMEENGINE */
@@ -2566,13 +2566,13 @@ void BKE_object_foreach_display_point(
}
void BKE_scene_foreach_display_point(
- Scene *scene, ViewLayer *sl,
+ Scene *scene, ViewLayer *view_layer,
void (*func_cb)(const float[3], void *), void *user_data)
{
Base *base;
Object *ob;
- for (base = FIRSTBASE(sl); base; base = base->next) {
+ for (base = FIRSTBASE(view_layer); base; base = base->next) {
if (((base->flag & BASE_VISIBLED) != 0) && ((base->flag & BASE_SELECTED) != 0)) {
ob = base->object;