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Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index ae2e6744160..a3adf65cd84 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -1133,14 +1133,17 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
sizey_solid = sizey / 4;
y1 = rect->ymin;
+ /* Drawing the checkerboard.
+ * This could be optimized with a single checkerboard shader,
+ * instead of drawing twice and using stippling the second time. */
/* layer: background, to show tranparency */
glColor4ub(UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, UI_ALPHA_CHECKER_DARK, 255);
glRectf(x1, y1, x1 + sizex, rect->ymax);
- glEnable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
glColor4ub(UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, UI_ALPHA_CHECKER_LIGHT, 255);
- glPolygonStipple(stipple_checker_8px);
+ GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_CHECKER_8PX);
glRectf(x1, y1, x1 + sizex, rect->ymax);
- glDisable(GL_POLYGON_STIPPLE);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
/* layer: color ramp */
glShadeModel(GL_FLAT);