use COMP instead of GL enum to construct vertex format
authorMike Erwin <significant.bit@gmail.com>
Fri, 7 Apr 2017 19:51:39 +0000 (15:51 -0400)
committerMike Erwin <significant.bit@gmail.com>
Fri, 7 Apr 2017 19:51:39 +0000 (15:51 -0400)
I converted all other files a day or two ago; this file was part of a recent merge.

source/blender/windowmanager/manipulators/intern/manipulator_library/dial_manipulator.c

index 844de194845abf745baa9ad5d2b33fb9bffdb543..63b02cb150951ce7e3056ab0c45a78ae63a496b8 100644 (file)
@@ -102,7 +102,7 @@ static void dial_geom_draw(
        glLineWidth(dial->manipulator.line_width);
 
        VertexFormat *format = immVertexFormat();
        glLineWidth(dial->manipulator.line_width);
 
        VertexFormat *format = immVertexFormat();
-       unsigned int pos = VertexFormat_add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+       unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
 
        if (clip_plane) {
                immBindBuiltinProgram(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR);
 
        if (clip_plane) {
                immBindBuiltinProgram(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR);
@@ -139,7 +139,7 @@ static void dial_ghostarc_draw_helpline(const float angle, const float co_outer[
        gpuPushMatrix();
        gpuRotate3f(RAD2DEGF(angle), 0.0f, 0.0f, -1.0f);
 
        gpuPushMatrix();
        gpuRotate3f(RAD2DEGF(angle), 0.0f, 0.0f, -1.0f);
 
-       unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+       unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
 
        immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
 
 
        immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
 
@@ -161,7 +161,7 @@ static void dial_ghostarc_draw(
        const float width_inner = DIAL_WIDTH - dial->manipulator.line_width * 0.5f / U.manipulator_scale;
 
        VertexFormat *format = immVertexFormat();
        const float width_inner = DIAL_WIDTH - dial->manipulator.line_width * 0.5f / U.manipulator_scale;
 
        VertexFormat *format = immVertexFormat();
-       unsigned int pos = VertexFormat_add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
+       unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
        immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
        immUniformColor4fv(color);
        imm_draw_disk_partial_fill(
        immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
        immUniformColor4fv(color);
        imm_draw_disk_partial_fill(