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Diffstat (limited to 'source/blender/gpu/intern/gpu_extensions.c')
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c10
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;