[Bf-blender-cvs] [0b18028] opensubdiv-modifier: OpenSubdiv: Code cleanup and better function names
Sergey Sharybin
noreply at git.blender.org
Tue Jul 8 12:13:07 CEST 2014
Commit: 0b1802824f413ed582a796b585c71f0a650522e3
Author: Sergey Sharybin
Date: Mon Jul 7 19:54:46 2014 +0600
https://developer.blender.org/rB0b1802824f413ed582a796b585c71f0a650522e3
OpenSubdiv: Code cleanup and better function names
===================================================================
M intern/opensubdiv/opensubdiv_capi.cc
M intern/opensubdiv/opensubdiv_capi.h
M source/blender/blenkernel/intern/CCGSubSurf.c
===================================================================
diff --git a/intern/opensubdiv/opensubdiv_capi.cc b/intern/opensubdiv/opensubdiv_capi.cc
index 72267ba..17ec173 100644
--- a/intern/opensubdiv/opensubdiv_capi.cc
+++ b/intern/opensubdiv/opensubdiv_capi.cc
@@ -288,7 +288,7 @@ struct OpenSubdiv_GLMesh *openSubdiv_createOsdGLMeshFromEvaluator(
OsdMeshBitset bits;
/* TODO(sergey): Adaptive subdivisions are not currently
- * possible because of the lack of tessellation shadet.
+ * possible because of the lack of tessellation shader.
*/
bits.set(OpenSubdiv::MeshAdaptive, 0);
bits.set(OpenSubdiv::MeshFVarData, 1);
@@ -405,7 +405,7 @@ unsigned int openSubdiv_getOsdGLMeshPatchIndexBuffer(struct OpenSubdiv_GLMesh *g
return ((OsdGLMeshInterface *)gl_mesh->descriptor)->GetDrawContext()->GetPatchIndexBuffer();
}
-unsigned int openSubdiv_bindOsdGLMeshVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh)
+unsigned int openSubdiv_getOsdGLMeshVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh)
{
return ((OsdGLMeshInterface *)gl_mesh->descriptor)->BindVertexBuffer();
}
@@ -430,7 +430,7 @@ void openSubdiv_osdGLMeshSynchronize(struct OpenSubdiv_GLMesh *gl_mesh)
((OsdGLMeshInterface *)gl_mesh->descriptor)->Synchronize();
}
-void openSubdiv_osdGLMeshBindvertexBuffer(OpenSubdiv_GLMesh *gl_mesh)
+void openSubdiv_osdGLMeshBindVertexBuffer(OpenSubdiv_GLMesh *gl_mesh)
{
((OsdGLMeshInterface *)gl_mesh->descriptor)->BindVertexBuffer();
}
diff --git a/intern/opensubdiv/opensubdiv_capi.h b/intern/opensubdiv/opensubdiv_capi.h
index 5b61328..4c48dda 100644
--- a/intern/opensubdiv/opensubdiv_capi.h
+++ b/intern/opensubdiv/opensubdiv_capi.h
@@ -70,7 +70,7 @@ struct OpenSubdiv_GLMesh *openSubdiv_createOsdGLMeshFromEvaluator(
void openSubdiv_deleteOsdGLMesh(struct OpenSubdiv_GLMesh *gl_mesh);
unsigned int openSubdiv_getOsdGLMeshPatchIndexBuffer(struct OpenSubdiv_GLMesh *gl_mesh);
-unsigned int openSubdiv_bindOsdGLMeshVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh);
+unsigned int openSubdiv_getOsdGLMeshVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh);
void openSubdiv_osdGLMeshUpdateVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh,
const float *vertex_data,
int start_vertex,
@@ -78,7 +78,7 @@ void openSubdiv_osdGLMeshUpdateVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh,
void openSubdiv_osdGLMeshRefine(struct OpenSubdiv_GLMesh *gl_mesh);
void openSubdiv_osdGLMeshSynchronize(struct OpenSubdiv_GLMesh *gl_mesh);
void openSubdiv_osdGLMeshDisplay(struct OpenSubdiv_GLMesh *gl_mesh, int fill_quads);
-void openSubdiv_osdGLMeshBindvertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh);
+void openSubdiv_osdGLMeshBindVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh);
int openSubdiv_getAvailableControllers(void);
diff --git a/source/blender/blenkernel/intern/CCGSubSurf.c b/source/blender/blenkernel/intern/CCGSubSurf.c
index 1b63f10..6497b53 100644
--- a/source/blender/blenkernel/intern/CCGSubSurf.c
+++ b/source/blender/blenkernel/intern/CCGSubSurf.c
@@ -2365,7 +2365,7 @@ void ccgSubSurf_prepareGLMesh(CCGSubSurf *ss)
glBindVertexArray(ss->osd_vao);
glBindBuffer(GL_ARRAY_BUFFER,
- openSubdiv_bindOsdGLMeshVertexBuffer(ss->osd_mesh));
+ openSubdiv_getOsdGLMeshVertexBuffer(ss->osd_mesh));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
@@ -2398,7 +2398,7 @@ void ccgSubSurf_prepareGLMesh(CCGSubSurf *ss)
void ccgSubSurf_drawGLMesh(CCGSubSurf *ss, bool fill_quads)
{
if (LIKELY(ss->osd_mesh != NULL)) {
- openSubdiv_osdGLMeshBindvertexBuffer(ss->osd_mesh);
+ openSubdiv_osdGLMeshBindVertexBuffer(ss->osd_mesh);
glBindVertexArray(ss->osd_vao);
openSubdiv_osdGLMeshDisplay(ss->osd_mesh, fill_quads);
glBindVertexArray(0);
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