From 18e316bcb9f4aa7221f82a40fd3307cde7eaffbb Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Thu, 7 Jun 2018 20:02:34 +0200 Subject: Uniform Buffer Objects: Simplification refactor Since we are only creating this and never updating, there is no need for the original approach with the individual data to be updated. Note we only populate the GPU data when binding the UBO, so we can in the future easily create the UBOs in a separate thread than the main drawing one. Also at the moment animated materials are not working. To fix that we need to free/tag for free the GPUMaterials in BKE_material_eval. --- source/blender/gpu/GPU_uniformbuffer.h | 1 - 1 file changed, 1 deletion(-) (limited to 'source/blender/gpu/GPU_uniformbuffer.h') diff --git a/source/blender/gpu/GPU_uniformbuffer.h b/source/blender/gpu/GPU_uniformbuffer.h index 4c5d52e5c4e..2f422fa1a92 100644 --- a/source/blender/gpu/GPU_uniformbuffer.h +++ b/source/blender/gpu/GPU_uniformbuffer.h @@ -35,7 +35,6 @@ struct ListBase; typedef struct GPUUniformBuffer GPUUniformBuffer; -typedef struct GPUUniformBufferDynamicItem GPUUniformBufferDynamicItem; GPUUniformBuffer *GPU_uniformbuffer_create(int size, const void *data, char err_out[256]); GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(struct ListBase *inputs, char err_out[256]); -- cgit v1.2.3