GPU_matrix: use Blender's naming conventions

Thanks to @sergey for review
This commit is contained in:
2018-07-15 15:27:15 +02:00
parent b457cae397
commit 57ab7daa2a
64 changed files with 495 additions and 495 deletions

View File

@@ -280,7 +280,7 @@ static void ui_update_window_matrix(const wmWindow *window, const ARegion *regio
/* window matrix and aspect */
if (region && region->visible) {
/* Get projection matrix which includes View2D translation and zoom. */
gpuGetProjectionMatrix(block->winmat);
GPU_matrix_projection_get(block->winmat);
block->aspect = 2.0f / fabsf(region->winx * block->winmat[0][0]);
}
else {
@@ -1448,9 +1448,9 @@ void UI_block_draw(const bContext *C, uiBlock *block)
ui_but_to_pixelrect(&rect, ar, block, NULL);
/* pixel space for AA widgets */
gpuPushProjectionMatrix();
gpuPushMatrix();
gpuLoadIdentity();
GPU_matrix_push_projection();
GPU_matrix_push();
GPU_matrix_identity_set();
wmOrtho2_region_pixelspace(ar);
@@ -1485,8 +1485,8 @@ void UI_block_draw(const bContext *C, uiBlock *block)
BLF_batch_draw_end();
/* restore matrix */
gpuPopProjectionMatrix();
gpuPopMatrix();
GPU_matrix_pop_projection();
GPU_matrix_pop();
}
static void ui_block_message_subscribe(ARegion *ar, struct wmMsgBus *mbus, uiBlock *block)