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source/blender/editors/include/ED_view3d.h
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| * The actual code is seen in `object_grid_frag.glsl` (see `grid_res`). | * The actual code is seen in `object_grid_frag.glsl` (see `grid_res`). | ||||
| * Currently the simulation is only done when RV3D_VIEW_IS_AXIS. | * Currently the simulation is only done when RV3D_VIEW_IS_AXIS. | ||||
| */ | */ | ||||
| float ED_view3d_grid_view_scale(struct Scene *scene, | float ED_view3d_grid_view_scale(struct Scene *scene, | ||||
| struct View3D *v3d, | struct View3D *v3d, | ||||
| struct ARegion *region, | struct ARegion *region, | ||||
| const char **r_grid_unit); | const char **r_grid_unit); | ||||
| /** | |||||
| * \note The info that this uses is updated in #ED_refresh_viewport_fps, | |||||
| * which currently gets called during #SCREEN_OT_animation_step. | |||||
| */ | |||||
| void ED_scene_draw_fps(const struct Scene *scene, int xoffset, int *yoffset); | |||||
| /* Render */ | /* Render */ | ||||
| void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region); | void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region); | ||||
| void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *area); | void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *area); | ||||
| #define XRAY_ALPHA(v3d) \ | #define XRAY_ALPHA(v3d) \ | ||||
| (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha) | (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha) | ||||
| #define XRAY_FLAG(v3d) \ | #define XRAY_FLAG(v3d) \ | ||||
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