glClearColor(scene->world->horr, scene->world->horg, scene->world->horb, 0.0);
}
else {
- float col[3];
- UI_GetThemeColor3fv(TH_BACK, col);
- glClearColor(col[0], col[1], col[2], 0.0);
+ UI_ThemeClearColor(TH_BACK);
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
Scene *sce;
Base *base;
Object *ob;
- float col[3];
int retopo= 0, sculptparticle= 0;
Object *obact = OBACT;
char *grid_unit= NULL;
}
/* clear background */
- UI_GetThemeColor3fv(TH_BACK, col);
- glClearColor(col[0], col[1], col[2], 0.0);
+ UI_ThemeClearColor(TH_BACK);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
/* setup view matrices */