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

@@ -3193,8 +3193,8 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
if (ibuf) {
float x, y;
gpuPushProjectionMatrix();
gpuPushMatrix();
GPU_matrix_push_projection();
GPU_matrix_push();
/* somehow the offset has to be calculated inverse */
wmOrtho2_region_pixelspace(ar);
@@ -3277,8 +3277,8 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
}
}
gpuPopProjectionMatrix();
gpuPopMatrix();
GPU_matrix_pop_projection();
GPU_matrix_pop();
}
BKE_image_release_ibuf(ima, ibuf, lock);

View File

@@ -1405,17 +1405,17 @@ void drawnodespace(const bContext *C, ARegion *ar)
{
float original_proj[4][4];
gpuGetProjectionMatrix(original_proj);
GPU_matrix_projection_get(original_proj);
gpuPushMatrix();
gpuLoadIdentity();
GPU_matrix_push();
GPU_matrix_identity_set();
wmOrtho2_pixelspace(ar->winx, ar->winy);
WM_gizmomap_draw(ar->gizmo_map, C, WM_GIZMOMAP_DRAWSTEP_2D);
gpuPopMatrix();
gpuLoadProjectionMatrix(original_proj);
GPU_matrix_pop();
GPU_matrix_projection_set(original_proj);
}
draw_nodetree(C, ar, ntree, path->parent_key);