OpenGL: convert to new matrix API (part 5)

Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c.

This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left.

glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon.

Part of T49450
This commit is contained in:
2017-03-21 17:49:21 -04:00
parent 7aad5cf573
commit 6d2aca5a96
17 changed files with 68 additions and 68 deletions

View File

@@ -58,6 +58,7 @@
#include "BIF_glutil.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
@@ -1287,11 +1288,11 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
if (draw_backdrop) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gpuPushMatrix();
gpuLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gpuPushMatrix();
gpuLoadIdentity();
}
glGenTextures(1, (GLuint *)&texid);
@@ -1420,9 +1421,9 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
}
if (draw_backdrop) {
glPopMatrix();
gpuPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
gpuPopMatrix();
glMatrixMode(GL_MODELVIEW);
return;
}