23 for (
int i = 0; i < 2; i++) {
60 if (use_sculpt_pbvh) {
bool BKE_sculptsession_use_pbvh_draw(const Object *ob, const RegionView3D *rv3d)
@ V3D_SHADING_BACKFACE_CULLING
#define DRW_PASS_CREATE(pass, state)
#define DRW_shgroup_uniform_block(shgroup, name, ubo)
#define DRW_shgroup_call(shgroup, geom, ob)
struct GPUShader GPUShader
blender::gpu::Batch * DRW_cache_object_surface_get(Object *ob)
bool DRW_state_is_image_render()
const DRWContextState * DRW_context_state_get()
DRWShadingGroup * DRW_shgroup_create(GPUShader *shader, DRWPass *pass)
void DRW_shgroup_call_sculpt(DRWShadingGroup *shgroup, Object *ob, bool use_wire, bool use_mask, bool use_fset, bool use_color, bool use_uv)
void DRW_draw_pass(DRWPass *pass)
@ DRW_STATE_DEPTH_LESS_EQUAL
void OVERLAY_facing_init(OVERLAY_Data *)
void OVERLAY_facing_infront_draw(OVERLAY_Data *vedata)
void OVERLAY_facing_draw(OVERLAY_Data *vedata)
void OVERLAY_facing_cache_init(OVERLAY_Data *vedata)
void OVERLAY_facing_cache_populate(OVERLAY_Data *vedata, Object *ob)
GPUShader * OVERLAY_shader_facing()
GPUUniformBuf * block_ubo
OVERLAY_StorageList * stl
DRWShadingGroup * facing_grp[2]