Fix shaders in some immBindBuiltinProgram calls
Had mistakenly used 3D shaders for some 2D drawings... Replaced those now. Part of T49043
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@ -269,7 +269,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
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if (((sipo->flag & SIPO_NODRAWCURSOR) == 0) || (sipo->mode == SIPO_MODE_DRIVERS)) {
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unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* horizontal component of value-cursor (value line before the current frame line) */
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if ((sipo->flag & SIPO_NODRAWCURSOR) == 0) {
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@ -461,7 +461,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
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if (ruler_item->flag & RULERITEM_USE_ANGLE) {
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unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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imm_cpack(is_act ? color_act : color_base);
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immBegin(GL_LINE_STRIP, 3);
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@ -603,7 +603,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
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else {
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unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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imm_cpack(is_act ? color_act : color_base);
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immBegin(GL_LINE_STRIP, 2);
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@ -706,7 +706,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
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unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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imm_cpack(color_act);
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imm_draw_lined_circle(pos, co_ss[0], co_ss[1], size * U.pixelsize, 32);
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@ -249,7 +249,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
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unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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for (p = t->tsnap.points.first; p; p = p->next) {
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if (p == t->tsnap.selectedPoint) {
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