GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
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@@ -3193,8 +3193,8 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
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if (ibuf) {
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float x, y;
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gpuPushProjectionMatrix();
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gpuPushMatrix();
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GPU_matrix_push_projection();
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GPU_matrix_push();
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/* somehow the offset has to be calculated inverse */
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wmOrtho2_region_pixelspace(ar);
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@@ -3277,8 +3277,8 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
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}
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}
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gpuPopProjectionMatrix();
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gpuPopMatrix();
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GPU_matrix_pop_projection();
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GPU_matrix_pop();
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}
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BKE_image_release_ibuf(ima, ibuf, lock);
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@@ -1405,17 +1405,17 @@ void drawnodespace(const bContext *C, ARegion *ar)
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{
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float original_proj[4][4];
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gpuGetProjectionMatrix(original_proj);
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GPU_matrix_projection_get(original_proj);
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gpuPushMatrix();
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gpuLoadIdentity();
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GPU_matrix_push();
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GPU_matrix_identity_set();
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wmOrtho2_pixelspace(ar->winx, ar->winy);
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WM_gizmomap_draw(ar->gizmo_map, C, WM_GIZMOMAP_DRAWSTEP_2D);
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gpuPopMatrix();
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gpuLoadProjectionMatrix(original_proj);
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GPU_matrix_pop();
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GPU_matrix_projection_set(original_proj);
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}
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draw_nodetree(C, ar, ntree, path->parent_key);
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