Cleanup: Use full name for scene_layer in gpu
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@@ -74,7 +74,7 @@ void GPU_disable_program_point_size(void);
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* - after drawing, the material must be disabled again */
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void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
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struct Scene *scene, struct SceneLayer *sl,
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struct Scene *scene, struct SceneLayer *scene_layer,
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struct Object *ob, bool glsl, bool *do_alpha_after);
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void GPU_end_object_materials(void);
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bool GPU_object_materials_check(void);
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@@ -98,7 +98,7 @@ int GPU_get_material_alpha_blend(void);
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int GPU_default_lights(void);
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int GPU_scene_object_lights(
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struct SceneLayer *sl, float viewmat[4][4], int ortho);
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struct SceneLayer *scene_layer, float viewmat[4][4], int ortho);
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/* Text render
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* - based on moving uv coordinates */
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@@ -1554,7 +1554,7 @@ void GPU_end_dupli_object(void)
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}
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void GPU_begin_object_materials(
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View3D *v3d, RegionView3D *rv3d, Scene *scene, SceneLayer *sl, Object *ob,
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View3D *v3d, RegionView3D *rv3d, Scene *scene, SceneLayer *scene_layer, Object *ob,
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bool glsl, bool *do_alpha_after)
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{
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Material *ma;
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@@ -1593,10 +1593,10 @@ void GPU_begin_object_materials(
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#ifdef WITH_GAMEENGINE
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if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
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ob = BKE_object_lod_matob_get(ob, sl);
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ob = BKE_object_lod_matob_get(ob, scene_layer);
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}
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#else
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UNUSED_VARS(sl);
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UNUSED_VARS(scene_layer);
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#endif
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/* initialize state */
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@@ -2031,7 +2031,7 @@ int GPU_default_lights(void)
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return count;
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}
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int GPU_scene_object_lights(SceneLayer *sl, float viewmat[4][4], int ortho)
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int GPU_scene_object_lights(SceneLayer *scene_layer, float viewmat[4][4], int ortho)
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{
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/* disable all lights */
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for (int count = 0; count < 8; count++)
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@@ -2043,7 +2043,7 @@ int GPU_scene_object_lights(SceneLayer *sl, float viewmat[4][4], int ortho)
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int count = 0;
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for (Base *base = FIRSTBASE_NEW(sl); base; base = base->next) {
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for (Base *base = FIRSTBASE_NEW(scene_layer); base; base = base->next) {
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if (base->object->type != OB_LAMP)
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continue;
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