[Bf-blender-cvs] [bd7ab6b9899] blender2.8: DRW: Cleanup: Fix header naming.

Clément Foucault noreply at git.blender.org
Thu Aug 2 18:36:43 CEST 2018


Commit: bd7ab6b98991889ed691531b4fdb00e4ec58413f
Author: Clément Foucault
Date:   Thu Aug 2 18:32:10 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBbd7ab6b98991889ed691531b4fdb00e4ec58413f

DRW: Cleanup: Fix header naming.

===================================================================

M	source/blender/draw/intern/DRW_render.h

===================================================================

diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index abba8d3ce91..0812fe0bbe7 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -252,14 +252,14 @@ struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
 struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
 struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
 struct GPUShader *DRW_shader_create_3D_depth_only(void);
-struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool no_deferred);
-struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool no_deferred);
+struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred);
+struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred);
 struct GPUMaterial *DRW_shader_create_from_world(
         struct Scene *scene, struct World *wo, const void *engine_type, int options,
-        const char *vert, const char *geom, const char *frag_lib, const char *defines, bool no_deferred);
+        const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred);
 struct GPUMaterial *DRW_shader_create_from_material(
         struct Scene *scene, struct Material *ma, const void *engine_type, int options,
-        const char *vert, const char *geom, const char *frag_lib, const char *defines, bool no_deferred);
+        const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred);
 void DRW_shader_free(struct GPUShader *shader);
 #define DRW_SHADER_FREE_SAFE(shader) do { \
 	if (shader != NULL) { \



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