Blender V5.0
attribute_convert.hh File Reference

Go to the source code of this file.

Classes

struct  blender::draw::AttributeConverter< T >
struct  blender::draw::AttributeConverter< bool >
struct  blender::draw::AttributeConverter< int8_t >
struct  blender::draw::AttributeConverter< int >
struct  blender::draw::AttributeConverter< int2 >
struct  blender::draw::AttributeConverter< float >
struct  blender::draw::AttributeConverter< float2 >
struct  blender::draw::AttributeConverter< float3 >
struct  blender::draw::AttributeConverter< ColorGeometry4b >
struct  blender::draw::AttributeConverter< ColorGeometry4f >
struct  blender::draw::AttributeConverter< math::Quaternion >

Namespaces

namespace  blender
namespace  blender::gpu
namespace  blender::bke
namespace  blender::draw

Functions

GPUVertFormat blender::draw::init_format_for_attribute (const bke::AttrType data_type, const StringRef vbo_name)
void blender::draw::vertbuf_data_extract_direct (const GSpan attribute, gpu::VertBuf &vbo)

Variables

constexpr int COMPONENT_LEN_SCALAR = 3

Variable Documentation

◆ COMPONENT_LEN_SCALAR

int COMPONENT_LEN_SCALAR = 3
constexpr

Component length of 3 is used for scalars because implicit conversion is done by OpenGL from a scalar s will produce float4(s, 0, 0, 1). However, following the Blender convention, it should be float4(s, s, s, 1).

Definition at line 33 of file attribute_convert.hh.