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source/blender/gpu/GPU_material.h
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| void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale); | void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale); | ||||
| void GPU_material_unbind(GPUMaterial *material); | void GPU_material_unbind(GPUMaterial *material); | ||||
| int GPU_material_bound(GPUMaterial *material); | int GPU_material_bound(GPUMaterial *material); | ||||
| struct Scene *GPU_material_scene(GPUMaterial *material); | |||||
| void GPU_material_vertex_attributes(GPUMaterial *material, | void GPU_material_vertex_attributes(GPUMaterial *material, | ||||
| struct GPUVertexAttribs *attrib); | struct GPUVertexAttribs *attrib); | ||||
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| void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2); | void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2); | ||||
| void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend); | void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend); | ||||
| int GPU_lamp_shadow_layer(GPULamp *lamp); | int GPU_lamp_shadow_layer(GPULamp *lamp); | ||||
| GPUNodeLink *GPU_lamp_get_info(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **col, GPUNodeLink **lv, GPUNodeLink **dist, GPUNodeLink **shadfac); | |||||
brecht: Consistency: if you are going to call this the Lamp Data node you could also use the name… | |||||
irieAuthorUnsubmitted Not Done Inline ActionsInitially I planned to use a node name "Lamp Info", and the old name remained as function names. irie: Initially I planned to use a node name "Lamp Info", and the old name remained as function names. | |||||
| #ifdef __cplusplus | #ifdef __cplusplus | ||||
| } | } | ||||
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Consistency: if you are going to call this the Lamp Data node you could also use the name "lamp_get_data" here and in other places, and name the arguments similar to the outputs of the nodes