cleanup: style
to match my earlier commit in temp_viewport_fx_merge branch https://developer.blender.org/rBc3f3b958dc0b plus more no functional changes
This commit is contained in:
parent
057c7c6fab
commit
27ded012d6
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@ -70,7 +70,7 @@
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* - return: array of [size][2][x,y] points, the edges of the roundbox, + UV coords
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*
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* - draw black box with alpha 0 on exact button boundbox
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* - for ever AA step:
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* - for every AA step:
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* - draw the inner part for a round filled box, with color blend codes or texture coords
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* - draw outline in outline color
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* - draw outer part, bottom half, extruded 1 pixel to bottom, for emboss shadow
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@ -547,12 +547,12 @@ static void widget_menu_trias(uiWidgetTrias *tria, const rcti *rect)
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{
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float centx, centy, size;
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int a;
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/* center position and size */
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centx = rect->xmax - 0.32f * BLI_rcti_size_y(rect);
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centy = rect->ymin + 0.50f * BLI_rcti_size_y(rect);
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size = 0.4f * (float)BLI_rcti_size_y(rect);
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size = 0.4f * BLI_rcti_size_y(rect);
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for (a = 0; a < 6; a++) {
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tria->vec[a][0] = size * menu_tria_vert[a][0] + centx;
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tria->vec[a][1] = size * menu_tria_vert[a][1] + centy;
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@ -585,7 +585,6 @@ static void widget_check_trias(uiWidgetTrias *tria, const rcti *rect)
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/* prepares shade colors */
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static void shadecolors4(char coltop[4], char coldown[4], const char *color, short shadetop, short shadedown)
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{
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coltop[0] = CLAMPIS(color[0] + shadetop, 0, 255);
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coltop[1] = CLAMPIS(color[1] + shadetop, 0, 255);
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coltop[2] = CLAMPIS(color[2] + shadetop, 0, 255);
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@ -781,6 +780,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
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wcol->item[1],
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wcol->item[2],
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(unsigned char)((float)wcol->item[3] / WIDGET_AA_JITTER)};
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/* for each AA step */
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for (j = 0; j < WIDGET_AA_JITTER; j++) {
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glTranslatef(jit[j][0], jit[j][1], 0.0f);
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@ -799,7 +799,6 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
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}
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glDisable(GL_BLEND);
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}
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/* *********************** text/icon ************************************** */
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@ -1215,7 +1214,6 @@ static void ui_text_clip_right_label(uiFontStyle *fstyle, uiBut *but, const rcti
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but->strwidth = BLF_width(fstyle->uifont_id, but->drawstr + but->ofs, sizeof(but->drawstr) - but->ofs);
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if (but->strwidth < 10) break;
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}
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}
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@ -1382,7 +1380,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
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t = 0;
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}
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glColor3f(0.20, 0.6, 0.9);
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glColor3f(0.2, 0.6, 0.9);
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tx = rect->xmin + t + 2;
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ty = rect->ymin + 2;
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@ -2188,7 +2186,6 @@ static void widget_menu_back(uiWidgetColors *wcol, rcti *rect, int flag, int dir
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static void ui_hsv_cursor(float x, float y)
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{
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glPushMatrix();
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glTranslatef(x, y, 0.0f);
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@ -2203,7 +2200,6 @@ static void ui_hsv_cursor(float x, float y)
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glDisable(GL_LINE_SMOOTH);
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glPopMatrix();
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}
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void ui_hsvcircle_vals_from_pos(float *val_rad, float *val_dist, const rcti *rect,
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@ -2278,12 +2274,12 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
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* Useful for color correction tools where you're only interested in hue. */
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if (but->flag & UI_BUT_COLOR_LOCK) {
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if (U.color_picker_type == USER_CP_CIRCLE_HSV)
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hsv[2] = 1.f;
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hsv[2] = 1.0f;
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else
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hsv[2] = 0.5f;
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}
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ui_color_picker_to_rgb(0.f, 0.f, hsv[2], colcent, colcent + 1, colcent + 2);
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ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
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glShadeModel(GL_SMOOTH);
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@ -2329,7 +2325,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
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void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, const float alpha)
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{
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/* allows for 4 steps (red->yellow) */
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const float color_step = (1.0 / 48.0);
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const float color_step = 1.0f / 48.0f;
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int a;
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float h = hsv[0], s = hsv[1], v = hsv[2];
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float dx, dy, sx1, sx2, sy;
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@ -2359,26 +2355,26 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
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hsv_to_rgb(0.0, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
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break;
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case UI_GRAD_H:
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hsv_to_rgb(0.0, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
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hsv_to_rgb(0.0, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
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copy_v3_v3(col1[1], col1[0]);
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copy_v3_v3(col1[2], col1[0]);
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copy_v3_v3(col1[3], col1[0]);
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break;
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case UI_GRAD_S:
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hsv_to_rgb(1.0, 0.0, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
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hsv_to_rgb(1.0, 0.0, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
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copy_v3_v3(col1[0], col1[1]);
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copy_v3_v3(col1[2], col1[1]);
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copy_v3_v3(col1[3], col1[1]);
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break;
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case UI_GRAD_V:
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hsv_to_rgb(1.0, 1.0, 0.0, &col1[2][0], &col1[2][1], &col1[2][2]);
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hsv_to_rgb(1.0, 1.0, 0.0, &col1[2][0], &col1[2][1], &col1[2][2]);
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copy_v3_v3(col1[0], col1[2]);
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copy_v3_v3(col1[1], col1[2]);
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copy_v3_v3(col1[3], col1[2]);
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break;
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default:
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assert(!"invalid 'type' argument");
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hsv_to_rgb(1.0, 1.0, 1.0, &col1[2][0], &col1[2][1], &col1[2][2]);
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hsv_to_rgb(1.0, 1.0, 1.0, &col1[2][0], &col1[2][1], &col1[2][2]);
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copy_v3_v3(col1[0], col1[2]);
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copy_v3_v3(col1[1], col1[2]);
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copy_v3_v3(col1[3], col1[2]);
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@ -2417,23 +2413,21 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
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hsv_to_rgb(dx_next, 1.0, v, &col1[3][0], &col1[3][1], &col1[3][2]);
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break;
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case UI_GRAD_H:
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{
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/* annoying but without this the color shifts - could be solved some other way
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* - campbell */
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hsv_to_rgb(dx_next, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
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hsv_to_rgb(dx_next, 1.0, 1.0, &col1[0][0], &col1[0][1], &col1[0][2]);
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copy_v3_v3(col1[1], col1[0]);
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copy_v3_v3(col1[2], col1[0]);
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copy_v3_v3(col1[3], col1[0]);
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break;
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}
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case UI_GRAD_S:
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hsv_to_rgb(h, dx, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
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hsv_to_rgb(h, dx, 1.0, &col1[1][0], &col1[1][1], &col1[1][2]);
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copy_v3_v3(col1[0], col1[1]);
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copy_v3_v3(col1[2], col1[1]);
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copy_v3_v3(col1[3], col1[1]);
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break;
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case UI_GRAD_V:
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hsv_to_rgb(h, 1.0, dx, &col1[2][0], &col1[2][1], &col1[2][2]);
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hsv_to_rgb(h, 1.0, dx, &col1[2][0], &col1[2][1], &col1[2][2]);
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copy_v3_v3(col1[0], col1[2]);
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copy_v3_v3(col1[1], col1[2]);
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copy_v3_v3(col1[3], col1[2]);
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@ -2462,9 +2456,8 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
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}
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glEnd();
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}
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glShadeModel(GL_FLAT);
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}
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bool ui_but_is_colorpicker_display_space(uiBut *but)
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@ -2507,11 +2500,10 @@ void ui_hsvcube_pos_from_vals(uiBut *but, const rcti *rect, float *hsv, float *x
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y = (hsv[2] - but->softmin) / (but->softmax - but->softmin);
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break;
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}
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/* cursor */
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*xp = rect->xmin + x * BLI_rcti_size_x(rect);
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*yp = rect->ymin + y * BLI_rcti_size_y(rect);
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}
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static void ui_draw_but_HSVCUBE(uiBut *but, const rcti *rect)
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@ -2592,9 +2584,8 @@ static void ui_draw_but_HSV_v(uiBut *but, const rcti *rect)
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x = rect->xmin + 0.5f * BLI_rcti_size_x(rect);
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y = rect->ymin + v * BLI_rcti_size_y(rect);
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CLAMP(y, rect->ymin + 3.0f, rect->ymax - 3.0f);
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ui_hsv_cursor(x, y);
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}
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@ -2679,7 +2670,8 @@ bool ui_link_bezier_points(const rcti *rect, float coord_array[][2], int resol)
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BKE_curve_forward_diff_bezier(vec[0][0], vec[1][0], vec[2][0], vec[3][0], &coord_array[0][0], resol, sizeof(float[2]));
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BKE_curve_forward_diff_bezier(vec[0][1], vec[1][1], vec[2][1], vec[3][1], &coord_array[0][1], resol, sizeof(float[2]));
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return 1;
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/* TODO: why return anything if always true? */
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return true;
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}
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#define LINK_RESOL 24
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@ -2688,9 +2680,10 @@ void ui_draw_link_bezier(const rcti *rect)
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float coord_array[LINK_RESOL + 1][2];
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if (ui_link_bezier_points(rect, coord_array, LINK_RESOL)) {
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#if 0 /* unused */
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/* we can reuse the dist variable here to increment the GL curve eval amount*/
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// const float dist = 1.0f / (float)LINK_RESOL; // UNUSED
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const float dist = 1.0f / (float)LINK_RESOL;
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#endif
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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@ -2701,7 +2694,6 @@ void ui_draw_link_bezier(const rcti *rect)
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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}
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}
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@ -2965,7 +2957,6 @@ static void widget_numslider(uiBut *but, uiWidgetColors *wcol, rcti *rect, int s
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rect->xmax -= toffs;
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rect->xmin += toffs;
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}
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}
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/* I think 3 is sufficient border to indicate keyed status */
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@ -3080,7 +3071,6 @@ static void widget_textbut(uiWidgetColors *wcol, rcti *rect, int state, int roun
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round_box_edges(&wtb, roundboxalign, rect, rad);
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widgetbase_draw(&wtb, wcol);
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}
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@ -3276,7 +3266,6 @@ static void widget_radiobut(uiWidgetColors *wcol, rcti *rect, int UNUSED(state),
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round_box_edges(&wtb, roundboxalign, rect, rad);
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widgetbase_draw(&wtb, wcol);
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}
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static void widget_box(uiBut *but, uiWidgetColors *wcol, rcti *rect, int UNUSED(state), int roundboxalign)
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@ -3317,7 +3306,6 @@ static void widget_but(uiWidgetColors *wcol, rcti *rect, int UNUSED(state), int
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round_box_edges(&wtb, roundboxalign, rect, rad);
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widgetbase_draw(&wtb, wcol);
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}
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static void widget_roundbut(uiWidgetColors *wcol, rcti *rect, int UNUSED(state), int roundboxalign)
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@ -3361,7 +3349,6 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
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wtb.outline = 1;
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wtb.inner = 0;
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widgetbase_draw(&wtb, &wt->wcol);
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}
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static uiWidgetType *widget_type(uiWidgetTypeEnum type)
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@ -3928,7 +3915,6 @@ static void draw_disk_shaded(
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glVertex2f(c * radius_ext, s * radius_ext);
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}
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glEnd();
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}
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void ui_draw_pie_center(uiBlock *block)
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@ -4017,7 +4003,6 @@ void ui_draw_search_back(uiStyle *UNUSED(style), uiBlock *block, rcti *rect)
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wt->draw(&wt->wcol, rect, block->flag, UI_CNR_ALL);
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else
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wt->draw(&wt->wcol, rect, 0, UI_CNR_ALL);
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}
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@ -403,13 +403,13 @@ static const float cosval[CIRCLE_RESOL] = {
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static void draw_xyz_wire(const float c[3], float size, int axis)
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{
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float v1[3] = {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
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float v1[3] = {0.0f, 0.0f, 0.0f}, v2[3] = {0.0f, 0.0f, 0.0f};
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float dim = size * 0.1f;
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float dx[3], dy[3], dz[3];
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dx[0] = dim; dx[1] = 0.f; dx[2] = 0.f;
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dy[0] = 0.f; dy[1] = dim; dy[2] = 0.f;
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dz[0] = 0.f; dz[1] = 0.f; dz[2] = dim;
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dx[0] = dim; dx[1] = 0.0f; dx[2] = 0.0f;
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dy[0] = 0.0f; dy[1] = dim; dy[2] = 0.0f;
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dz[0] = 0.0f; dz[1] = 0.0f; dz[2] = dim;
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switch (axis) {
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case 0: /* x axis */
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@ -425,7 +425,7 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
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glVertex3fv(v2);
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/* top left to bottom right */
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mul_v3_fl(dy, 2.f);
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mul_v3_fl(dy, 2.0f);
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add_v3_v3(v1, dy);
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sub_v3_v3(v2, dy);
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@ -448,7 +448,7 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
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glVertex3fv(v2);
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/* top left to center */
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mul_v3_fl(dy, 2.f);
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mul_v3_fl(dy, 2.0f);
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add_v3_v3(v1, dy);
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copy_v3_v3(v2, c);
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@ -466,12 +466,12 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
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glVertex3fv(v1);
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mul_v3_fl(dx, 2.f);
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mul_v3_fl(dx, 2.0f);
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add_v3_v3(v1, dx);
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glVertex3fv(v1);
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mul_v3_fl(dz, 2.f);
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mul_v3_fl(dz, 2.0f);
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sub_v3_v3(v1, dx);
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sub_v3_v3(v1, dz);
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@ -484,7 +484,6 @@ static void draw_xyz_wire(const float c[3], float size, int axis)
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glEnd();
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break;
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}
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}
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void drawaxes(float size, char drawtype)
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@ -1619,7 +1618,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
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glColor3ubv(ob_wire_col);
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}
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glLineWidth(2.f);
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glLineWidth(2.0f);
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glDisable(GL_LIGHTING);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@ -1627,7 +1626,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_LIGHTING);
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glLineWidth(1.f);
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glLineWidth(1.0f);
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}
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if ((dflag & DRAW_CONSTCOLOR) == 0) {
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@ -5240,7 +5239,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
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BLI_assert(0);
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break;
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}
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CLAMP(intensity, 0.f, 1.f);
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CLAMP(intensity, 0.0f, 1.0f);
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weight_to_rgb(ma_col, intensity);
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||||
}
|
||||
}
|
||||
|
|
|
@ -657,7 +657,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
|||
glEnable(GL_POINT_SMOOTH);
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||||
glDepthMask(0); /* don't overwrite zbuf */
|
||||
|
||||
if (rv3d->rot_angle != 0.f) {
|
||||
if (rv3d->rot_angle != 0.0f) {
|
||||
/* -- draw rotation axis -- */
|
||||
float scaled_axis[3];
|
||||
const float scale = rv3d->dist;
|
||||
|
@ -665,19 +665,21 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
|||
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
color[3] = 0.f; /* more transparent toward the ends */
|
||||
color[3] = 0.0f; /* more transparent toward the ends */
|
||||
glColor4fv(color);
|
||||
add_v3_v3v3(end, o, scaled_axis);
|
||||
glVertex3fv(end);
|
||||
|
||||
// color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
|
||||
// ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
|
||||
#if 0
|
||||
color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
|
||||
/* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
|
||||
#endif
|
||||
|
||||
color[3] = 0.5f; /* more opaque toward the center */
|
||||
glColor4fv(color);
|
||||
glVertex3fv(o);
|
||||
|
||||
color[3] = 0.f;
|
||||
color[3] = 0.0f;
|
||||
glColor4fv(color);
|
||||
sub_v3_v3v3(end, o, scaled_axis);
|
||||
glVertex3fv(end);
|
||||
|
@ -688,14 +690,14 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
|||
#define ROT_AXIS_DETAIL 13
|
||||
|
||||
const float s = 0.05f * scale;
|
||||
const float step = 2.f * (float)(M_PI / ROT_AXIS_DETAIL);
|
||||
const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
|
||||
float angle;
|
||||
int i;
|
||||
|
||||
float q[4]; /* rotate ring so it's perpendicular to axis */
|
||||
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
|
||||
if (!upright) {
|
||||
const float up[3] = {0.f, 0.f, 1.f};
|
||||
const float up[3] = {0.0f, 0.0f, 1.0f};
|
||||
float vis_angle, vis_axis[3];
|
||||
|
||||
cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
|
||||
|
@ -706,7 +708,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
|||
color[3] = 0.25f; /* somewhat faint */
|
||||
glColor4fv(color);
|
||||
glBegin(GL_LINE_LOOP);
|
||||
for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
|
||||
for (i = 0, angle = 0.0f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
|
||||
float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
|
||||
|
||||
if (!upright) {
|
||||
|
@ -732,12 +734,12 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
|||
glVertex3fv(o);
|
||||
glEnd();
|
||||
|
||||
/* find screen coordinates for rotation center, then draw pretty icon */
|
||||
#if 0
|
||||
/* find screen coordinates for rotation center, then draw pretty icon */
|
||||
mul_m4_v3(rv3d->persinv, rot_center);
|
||||
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
|
||||
#endif
|
||||
/* ^^ just playing around, does not work */
|
||||
#endif
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_POINT_SMOOTH);
|
||||
|
|
Loading…
Reference in New Issue