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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 6bdf3aaca56..7262b3d446a 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -136,7 +136,7 @@ void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample)
double ht_offset[3] = {0.0, 0.0};
uint ht_primes[3] = {3, 7, 2};
- BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point);
+ BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point);
common_data->vol_jitter[0] = (float)ht_point[0];
common_data->vol_jitter[1] = (float)ht_point[1];
@@ -209,30 +209,30 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (txl->volume_prop_scattering == NULL) {
/* Volume properties: We evaluate all volumetric objects
* and store their final properties into each froxel */
- txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_prop_scattering = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_prop_extinction = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_prop_emission = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_prop_phase = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_RG16F, DRW_TEX_FILTER, NULL);
/* Volume scattering: We compute for each froxel the
* Scattered light towards the view. We also resolve temporal
* super sampling during this stage. */
- txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_scatter = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_transmittance = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
/* Final integration: We compute for each froxel the
* amount of scattered light and extinction coef at this
* given depth. We use theses textures as double buffer
* for the volumetric history. */
- txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_scatter_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
- txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2],
+ txl->volume_transmittance_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2],
GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL);
}