diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c index e90baf083d5..0e18bddc45f 100644 --- a/source/blender/editors/sculpt_paint/paint_cursor.c +++ b/source/blender/editors/sculpt_paint/paint_cursor.c @@ -606,20 +606,20 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush, glDepthFunc(GL_ALWAYS); glMatrixMode(GL_TEXTURE); - gpuPushMatrix(); - gpuLoadIdentity(); + glPushMatrix(); /* TEXTURE */ + glLoadIdentity(); /* TEXTURE */ if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) { /* brush rotation */ - gpuTranslate2f(0.5, 0.5); - gpuRotate2D(RAD2DEGF(primary ? ups->brush_rotation : ups->brush_rotation_sec)); - gpuTranslate2f(-0.5f, -0.5f); + glTranslatef(0.5, 0.5, 0); /* TEXTURE */ + glRotatef(RAD2DEGF(primary ? ups->brush_rotation : ups->brush_rotation_sec), 0, 0, 1); /* TEXTURE */ + glTranslatef(-0.5f, -0.5f, 0); /* TEXTURE */ /* scale based on tablet pressure */ if (primary && ups->stroke_active && BKE_brush_use_size_pressure(vc->scene, brush)) { - gpuTranslate2f(0.5f, 0.5f); - gpuScaleUniform(1.0f / ups->size_pressure_value); - gpuTranslate2f(-0.5f, -0.5f); + glTranslatef(0.5f, 0.5f, 0); /* TEXTURE */ + glScalef(1.0f / ups->size_pressure_value, 1.0f / ups->size_pressure_value, 1.0f / ups->size_pressure_value); /* TEXTURE */ + glTranslatef(-0.5f, -0.5f, 0); /* TEXTURE */ } if (ups->draw_anchored) { @@ -697,7 +697,7 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush, immUnbindProgram(); - gpuPopMatrix(); + glPopMatrix(); /* TEXTURE */ if (mtex->brush_map_mode == MTEX_MAP_MODE_STENCIL) { glMatrixMode(GL_MODELVIEW); diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c index 102a754e6de..92fb8d3efa1 100644 --- a/source/blender/editors/space_view3d/drawmesh.c +++ b/source/blender/editors/space_view3d/drawmesh.c @@ -1104,7 +1104,7 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs) glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]); glMatrixMode(GL_TEXTURE); - gpuLoadMatrix3D(texbase->tex_mapping.mat); + glLoadMatrixf((float*) texbase->tex_mapping.mat); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); /* use active UV texture layer */ @@ -1140,7 +1140,7 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs) } else { glMatrixMode(GL_TEXTURE); - gpuLoadIdentity(); + glLoadIdentity(); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); /* enable solid material */ @@ -1243,7 +1243,7 @@ void draw_mesh_textured(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D glFrontFace(GL_CCW); glMatrixMode(GL_TEXTURE); - gpuLoadIdentity(); + glLoadIdentity(); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); /* faceselect mode drawing over textured mesh */ diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 9e9cd4df9c2..f5d5af3f373 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -420,7 +420,7 @@ void GPU_clear_tpage(bool force) GTS.curima = NULL; if (GTS.curtilemode != 0) { glMatrixMode(GL_TEXTURE); - gpuLoadIdentity(); + glLoadIdentity(); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); } GTS.curtilemode = 0; @@ -604,10 +604,10 @@ int GPU_verify_image( GTS.curtileYRep != GTS.tileYRep) { glMatrixMode(GL_TEXTURE); - gpuLoadIdentity(); + glLoadIdentity(); /* TEXTURE */ if (ima && (ima->tpageflag & IMA_TILES)) - gpuScale2f(ima->xrep, ima->yrep); + glScalef(ima->xrep, ima->yrep, 0); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); } @@ -2096,7 +2096,7 @@ void GPU_end_object_materials(void) /* resetting the texture matrix after the scaling needed for tiled textures */ if (GTS.tilemode) { glMatrixMode(GL_TEXTURE); - gpuLoadIdentity(); + glLoadIdentity(); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); } } @@ -2286,7 +2286,7 @@ void GPU_state_init(void) glDepthRange(0.0, 1.0); glMatrixMode(GL_TEXTURE); - gpuLoadIdentity(); + glLoadIdentity(); /* TEXTURE */ glMatrixMode(GL_MODELVIEW); glFrontFace(GL_CCW);