26 &
format,
"pos", blender::gpu::VertAttrType::SFLOAT_32_32_32);
31 for (
int i = 0;
i < info->
ntris;
i++) {
74 for (
int i = 1;
i < vert_count;
i++) {
84 int tri_count = vert_count - 2;
86 for (
int i = 0;
i < tri_count;
i++) {
95 for (
int i = 0;
i < vert_count;
i++) {
void GPU_batch_discard(blender::gpu::Batch *batch)
void GPU_batch_program_set_builtin(blender::gpu::Batch *batch, GPUBuiltinShader shader_id)
blender::gpu::Batch * GPU_batch_create_ex(GPUPrimType primitive_type, blender::gpu::VertBuf *vertex_buf, blender::gpu::IndexBuf *index_buf, GPUBatchFlag owns_flag)
void GPU_batch_draw(blender::gpu::Batch *batch)
#define GPU_batch_uniform_4fv(batch, name, val)
void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len)
blender::gpu::IndexBuf * GPU_indexbuf_build(GPUIndexBufBuilder *)
void GPU_indexbuf_add_tri_verts(GPUIndexBufBuilder *, uint v1, uint v2, uint v3)
@ GPU_SHADER_3D_UNIFORM_COLOR
void GPU_face_culling(GPUFaceCullTest culling)
void GPU_depth_test(GPUDepthTest test)
void GPU_vertbuf_attr_fill(blender::gpu::VertBuf *, uint a_idx, const void *data)
static blender::gpu::VertBuf * GPU_vertbuf_create_with_format(const GPUVertFormat &format)
void GPU_vertbuf_data_alloc(blender::gpu::VertBuf &verts, uint v_len)
void wm_gizmo_geometryinfo_draw(const GizmoGeomInfo *info, const bool, const float color[4])
void wm_gizmo_vec_draw(const float color[4], const float(*verts)[3], uint vert_count, uint pos, uint primitive_type)
struct @021025263243242147216143265077100330027142264337::@225245033123204053237120173316075113304004012000 batch