Fix shaders in some immBindBuiltinProgram calls

Had mistakenly used 3D shaders for some 2D drawings...
Replaced those now.

Part of T49043
This commit is contained in:
Luca Rood 2017-02-02 23:17:22 -02:00
parent d85295534b
commit b1b5ded37f
3 changed files with 5 additions and 5 deletions

View File

@ -269,7 +269,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
if (((sipo->flag & SIPO_NODRAWCURSOR) == 0) || (sipo->mode == SIPO_MODE_DRIVERS)) {
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* horizontal component of value-cursor (value line before the current frame line) */
if ((sipo->flag & SIPO_NODRAWCURSOR) == 0) {

View File

@ -461,7 +461,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(is_act ? color_act : color_base);
immBegin(GL_LINE_STRIP, 3);
@ -603,7 +603,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
else {
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(is_act ? color_act : color_base);
immBegin(GL_LINE_STRIP, 2);
@ -706,7 +706,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(color_act);
imm_draw_lined_circle(pos, co_ss[0], co_ss[1], size * U.pixelsize, 32);

View File

@ -249,7 +249,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
for (p = t->tsnap.points.first; p; p = p->next) {
if (p == t->tsnap.selectedPoint) {