[Bf-blender-cvs] [1ad52872604] blender2.8: use COMP instead of GL enum to construct vertex format
Mike Erwin
noreply at git.blender.org
Fri Apr 7 22:01:14 CEST 2017
Commit: 1ad52872604efb0a11011bcc7cd198c56ea97163
Author: Mike Erwin
Date: Fri Apr 7 15:51:39 2017 -0400
Branches: blender2.8
https://developer.blender.org/rB1ad52872604efb0a11011bcc7cd198c56ea97163
use COMP instead of GL enum to construct vertex format
I converted all other files a day or two ago; this file was part of a recent merge.
===================================================================
M source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
===================================================================
diff --git a/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c b/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
index 844de194845..63b02cb1509 100644
--- a/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
+++ b/source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c
@@ -102,7 +102,7 @@ static void dial_geom_draw(
glLineWidth(dial->manipulator.line_width);
VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
if (clip_plane) {
immBindBuiltinProgram(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR);
@@ -139,7 +139,7 @@ static void dial_ghostarc_draw_helpline(const float angle, const float co_outer[
gpuPushMatrix();
gpuRotate3f(RAD2DEGF(angle), 0.0f, 0.0f, -1.0f);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -161,7 +161,7 @@ static void dial_ghostarc_draw(
const float width_inner = DIAL_WIDTH - dial->manipulator.line_width * 0.5f / U.manipulator_scale;
VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
imm_draw_disk_partial_fill(
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