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Diffstat (limited to 'source/blender/editors/mask/mask_draw.c')
-rw-r--r--source/blender/editors/mask/mask_draw.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index 6b5fce26deb..baeaeb018d7 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -125,7 +125,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
}
Gwn_VertFormat *format = immVertexFormat();
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
const unsigned char rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -213,7 +213,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_spline);
Gwn_VertFormat *format = immVertexFormat();
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
@@ -403,7 +403,7 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
}
Gwn_VertFormat *format = immVertexFormat();
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
switch (draw_type) {
@@ -747,7 +747,7 @@ void ED_mask_draw_frames(Mask *mask, ARegion *ar, const int cfra, const int sfra
unsigned int num_lines = BLI_listbase_count(&masklay->splines_shapes);
if (num_lines > 0) {
- unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 175, 0, 255);