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-rw-r--r--source/blender/gpu/intern/gpu_extensions.c4
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_image.c2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index c7a421a49fc..c455e8f7642 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -402,7 +402,7 @@ static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, in
}
else {
glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
- format, type, NULL);
+ format, type, NULL);
if (fpixels) {
glTexSubImage2D(tex->target, 0, 0, 0, w, h,
@@ -677,7 +677,7 @@ GPUTexture *GPU_texture_create_vsm_shadow_map(int size, char err_out[256])
/* Now we tweak some of the settings */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, size, size, 0, GL_RG, GL_FLOAT, NULL);
GPU_texture_unbind(tex);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_image.c b/source/blender/nodes/composite/nodes/node_composite_image.c
index e2c4db55fd8..9b0a435f9a9 100644
--- a/source/blender/nodes/composite/nodes/node_composite_image.c
+++ b/source/blender/nodes/composite/nodes/node_composite_image.c
@@ -175,7 +175,7 @@ static void cmp_node_image_create_outputs(bNodeTree *ntree, bNode *node)
Image *ima= (Image *)node->id;
if (ima) {
ImageUser *iuser = node->storage;
- ImageUser load_iuser = {0};
+ ImageUser load_iuser = {NULL};
ImBuf *ibuf;
int offset = BKE_image_sequence_guess_offset(ima);