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Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r--source/blender/draw/intern/draw_manager_data.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index f4c0df61f13..5c14a10101c 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -594,7 +594,7 @@ void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, Object *ob, float (*o
void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], uint attr_len)
{
#ifdef USE_GPU_SELECT
- if (G.f & G_PICKSEL) {
+ if (G.f & G_FLAG_PICKSEL) {
if (shgroup->instance_count == shgroup->inst_selectid->vertex_len) {
GPU_vertbuf_data_resize(shgroup->inst_selectid, shgroup->instance_count + 32);
}
@@ -711,7 +711,7 @@ static void drw_shgroup_instance_init(
&shgroup->instance_geom, &shgroup->instance_vbo);
#ifdef USE_GPU_SELECT
- if (G.f & G_PICKSEL) {
+ if (G.f & G_FLAG_PICKSEL) {
/* Not actually used for rendering but alloced in one chunk.
* Plus we don't have to care about ownership. */
static GPUVertFormat inst_select_format = {0};
@@ -748,7 +748,7 @@ static void drw_shgroup_batching_init(
&shgroup->batch_geom, &shgroup->batch_vbo);
#ifdef USE_GPU_SELECT
- if (G.f & G_PICKSEL) {
+ if (G.f & G_FLAG_PICKSEL) {
/* Not actually used for rendering but alloced in one chunk. */
static GPUVertFormat inst_select_format = {0};
if (inst_select_format.attr_len == 0) {
@@ -887,7 +887,7 @@ DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(
struct GPUMaterial *material, DRWPass *pass, int tri_count)
{
#ifdef USE_GPU_SELECT
- BLI_assert((G.f & G_PICKSEL) == 0);
+ BLI_assert((G.f & G_FLAG_PICKSEL) == 0);
#endif
GPUPass *gpupass = GPU_material_get_pass(material);
DRWShadingGroup *shgroup = drw_shgroup_material_create_ex(gpupass, pass);
@@ -960,7 +960,7 @@ DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass
DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int tri_count)
{
#ifdef USE_GPU_SELECT
- BLI_assert((G.f & G_PICKSEL) == 0);
+ BLI_assert((G.f & G_FLAG_PICKSEL) == 0);
#endif
DRWShadingGroup *shgroup = drw_shgroup_create_ex(shader, pass);