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Diffstat (limited to 'source/blender/gpu/GPU_select.h')
-rw-r--r--source/blender/gpu/GPU_select.h13
1 files changed, 0 insertions, 13 deletions
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
index 09137fc998b..6a16b5b7456 100644
--- a/source/blender/gpu/GPU_select.h
+++ b/source/blender/gpu/GPU_select.h
@@ -40,22 +40,9 @@ enum {
GPU_SELECT_NEAREST_SECOND_PASS = 3,
};
-/* initialize and provide buffer for results */
void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits);
-
-/* loads a new selection id and ends previous query, if any. In second pass of selection it also returns
- * if id has been hit on the first pass already. Thus we can skip drawing un-hit objects IMPORTANT: We rely on the order of object rendering on passes to be
- * the same for this to work */
bool GPU_select_load_id(unsigned int id);
-
-/* cleanup and flush selection results to buffer. Return number of hits and hits in buffer.
- * if dopass is true, we will do a second pass with occlusion queries to get the closest hit */
unsigned int GPU_select_end(void);
-
-/* does the GPU support occlusion queries? */
-bool GPU_select_query_check_support(void);
-
-/* is occlusion query supported and user activated? */
bool GPU_select_query_check_active(void);
#endif