Blender V4.3
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::draw
 

Functions

GPUVertFormat blender::draw::init_format_for_attribute (const eCustomDataType data_type, const StringRefNull 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 vec4(s, 0, 0, 1). However, following the Blender convention, it should be vec4(s, s, s, 1).

Definition at line 28 of file attribute_convert.hh.