From 4fa904e91c78148ba39ac40371d7680294e225bf Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 20 Mar 2019 18:17:16 +1100 Subject: Cleanup: use lowercase for dimensions in function names Most API's already use this convention. --- source/blender/draw/engines/eevee/eevee_volumes.c | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c') diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 6bdf3aaca56..7262b3d446a 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -136,7 +136,7 @@ void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample) double ht_offset[3] = {0.0, 0.0}; uint ht_primes[3] = {3, 7, 2}; - BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point); + BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point); common_data->vol_jitter[0] = (float)ht_point[0]; common_data->vol_jitter[1] = (float)ht_point[1]; @@ -209,30 +209,30 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (txl->volume_prop_scattering == NULL) { /* Volume properties: We evaluate all volumetric objects * and store their final properties into each froxel */ - txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_scattering = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_extinction = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_emission = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_phase = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL); /* Volume scattering: We compute for each froxel the * Scattered light towards the view. We also resolve temporal * super sampling during this stage. */ - txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_scatter = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_transmittance = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); /* Final integration: We compute for each froxel the * amount of scattered light and extinction coef at this * given depth. We use theses textures as double buffer * for the volumetric history. */ - txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_scatter_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_transmittance_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); } -- cgit v1.2.3