Cleanup: clang-format
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@@ -338,7 +338,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
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/**
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* Factors to the equation.
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* SRC is fragment shader output.
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* DST is framebuffer color.
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* DST is frame-buffer color.
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* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
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* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
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**/
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@@ -414,7 +414,8 @@ void GLStateManager::set_blend(const eGPUBlend value)
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}
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/* Always set the blend function. This avoid a rendering error when blending is disabled but
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* GPU_BLEND_CUSTOM was used just before and the framebuffer is using more than 1 color targe */
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* GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target.
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*/
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glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
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if (value != GPU_BLEND_NONE) {
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glEnable(GL_BLEND);
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@@ -427,7 +428,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Texture state managment
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/** \name Texture State Management
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* \{ */
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void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
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@@ -455,7 +456,7 @@ void GLStateManager::texture_bind_temp(GLTexture *tex)
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// BLI_assert(!GLEW_ARB_direct_state_access);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex->target_, tex->tex_id_);
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/* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
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/* Will reset the first texture that was originally bound to slot 0 back before drawing. */
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dirty_texture_binds_ |= 1UL;
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/* NOTE: This might leave this texture attached to this target even after update.
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* In practice it is not causing problems as we have incorrect binding detection
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