diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_extensions.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_extensions.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index fa8ff7a6354..c6b8a43918c 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -484,7 +484,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, double time, glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode); GPU_update_image_time(ima, time); - bindcode = GPU_verify_image(ima, iuser, 0, 0, 0, mipmap); + bindcode = GPU_verify_image(ima, iuser, 0, 0, mipmap); if(ima->gputexture) { ima->gputexture->bindcode = bindcode; @@ -744,7 +744,7 @@ void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, GPUTexture *tex) tex->fb = NULL; } -void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex) +void GPU_framebuffer_texture_bind(GPUFrameBuffer *UNUSED(fb), GPUTexture *tex) { /* push attributes */ glPushAttrib(GL_ENABLE_BIT); @@ -766,7 +766,7 @@ void GPU_framebuffer_texture_bind(GPUFrameBuffer *fb, GPUTexture *tex) glLoadIdentity(); } -void GPU_framebuffer_texture_unbind(GPUFrameBuffer *fb, GPUTexture *tex) +void GPU_framebuffer_texture_unbind(GPUFrameBuffer *UNUSED(fb), GPUTexture *UNUSED(tex)) { /* restore matrix */ glMatrixMode(GL_PROJECTION); @@ -1063,7 +1063,7 @@ int GPU_shader_get_uniform(GPUShader *shader, char *name) return glGetUniformLocationARB(shader->object, name); } -void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int arraysize, float *value) +void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, float *value) { if(location == -1) return; @@ -1080,7 +1080,7 @@ void GPU_shader_uniform_vector(GPUShader *shader, int location, int length, int GPU_print_error("Post Uniform Vector"); } -void GPU_shader_uniform_texture(GPUShader *shader, int location, GPUTexture *tex) +void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex) { GLenum arbnumber; |