diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate_util.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate_util.c | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c index 0a75bd17d8c..fdba7800016 100644 --- a/source/blender/gpu/intern/gpu_immediate_util.c +++ b/source/blender/gpu/intern/gpu_immediate_util.c @@ -144,7 +144,7 @@ void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4]) * * \param x color. */ -void imm_cpack(unsigned int x) +void imm_cpack(uint x) { immUniformColor3ub(((x) & 0xFF), (((x) >> 8) & 0xFF), @@ -205,7 +205,7 @@ void imm_draw_circle_fill_aspect_2d(uint shdr_pos, float x, float y, float rad_x * \note We could have `imm_draw_lined_disk_partial` but currently there is no need. */ static void imm_draw_disk_partial( - GPUPrimType prim_type, unsigned pos, float x, float y, + GPUPrimType prim_type, uint pos, float x, float y, float rad_inner, float rad_outer, int nsegments, float start, float sweep) { /* shift & reverse angle, increase 'nsegments' to match gluPartialDisk */ @@ -239,14 +239,14 @@ static void imm_draw_disk_partial( * \param sweep: Specifies the sweep angle, in degrees, of the disk portion. */ void imm_draw_disk_partial_fill_2d( - unsigned pos, float x, float y, + uint pos, float x, float y, float rad_inner, float rad_outer, int nsegments, float start, float sweep) { imm_draw_disk_partial(GPU_PRIM_TRI_STRIP, pos, x, y, rad_inner, rad_outer, nsegments, start, sweep); } static void imm_draw_circle_3D( - GPUPrimType prim_type, unsigned pos, float x, float y, + GPUPrimType prim_type, uint pos, float x, float y, float rad, int nsegments) { immBegin(prim_type, nsegments); @@ -257,12 +257,12 @@ static void imm_draw_circle_3D( immEnd(); } -void imm_draw_circle_wire_3d(unsigned pos, float x, float y, float rad, int nsegments) +void imm_draw_circle_wire_3d(uint pos, float x, float y, float rad, int nsegments) { imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, rad, nsegments); } -void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float rad, int nsegments) +void imm_draw_circle_fill_3d(uint pos, float x, float y, float rad, int nsegments) { imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, rad, nsegments); } @@ -276,7 +276,7 @@ void imm_draw_circle_fill_3d(unsigned pos, float x, float y, float rad, int nseg * \param x2 right. * \param y2 top. */ -void imm_draw_box_wire_2d(unsigned pos, float x1, float y1, float x2, float y2) +void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2) { immBegin(GPU_PRIM_LINE_LOOP, 4); immVertex2f(pos, x1, y1); @@ -286,7 +286,7 @@ void imm_draw_box_wire_2d(unsigned pos, float x1, float y1, float x2, float y2) immEnd(); } -void imm_draw_box_wire_3d(unsigned pos, float x1, float y1, float x2, float y2) +void imm_draw_box_wire_3d(uint pos, float x1, float y1, float x2, float y2) { /* use this version when GPUVertFormat has a vec3 position */ immBegin(GPU_PRIM_LINE_LOOP, 4); @@ -364,7 +364,7 @@ void imm_draw_cube_wire_3d(uint pos, const float co[3], const float aspect[3]) * \param stacks Specifies the number of subdivisions along the z axis. */ void imm_draw_cylinder_fill_normal_3d( - unsigned int pos, unsigned int nor, float base, float top, float height, int slices, int stacks) + uint pos, uint nor, float base, float top, float height, int slices, int stacks) { immBegin(GPU_PRIM_TRIS, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { @@ -415,7 +415,7 @@ void imm_draw_cylinder_fill_normal_3d( immEnd(); } -void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float height, int slices, int stacks) +void imm_draw_cylinder_wire_3d(uint pos, float base, float top, float height, int slices, int stacks) { immBegin(GPU_PRIM_LINES, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { @@ -452,7 +452,7 @@ void imm_draw_cylinder_wire_3d(unsigned int pos, float base, float top, float he immEnd(); } -void imm_draw_cylinder_fill_3d(unsigned int pos, float base, float top, float height, int slices, int stacks) +void imm_draw_cylinder_fill_3d(uint pos, float base, float top, float height, int slices, int stacks) { immBegin(GPU_PRIM_TRIS, 6 * slices * stacks); for (int i = 0; i < slices; ++i) { |