diff options
Diffstat (limited to 'source/blender/draw/modes/object_mode.c')
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index bef0f6e488d..4fad882a7b5 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -366,12 +366,12 @@ static void OBJECT_engine_init(void *vedata) const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; if (DRW_state_is_fbo()) { - e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, + e_data.outlines_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); /* XXX TODO GPU_R16UI can overflow, it would cause no harm * (only bad colored or missing outlines) but we should * use 32bits only if the scene have that many objects */ - e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, + e_data.outlines_id_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16UI, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->outlines_fb, { @@ -379,7 +379,7 @@ static void OBJECT_engine_init(void *vedata) GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx) }); - e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, + e_data.outlines_color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->expand_fb, { @@ -387,7 +387,7 @@ static void OBJECT_engine_init(void *vedata) GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx) }); - e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, + e_data.outlines_blur_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->blur_fb, { @@ -3346,7 +3346,7 @@ static void OBJECT_draw_scene(void *vedata) const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); + GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->ghost_fb, { GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), GPU_ATTACHMENT_TEXTURE(dtxl->color), |