34 for (
int i = 0; i < info->
ntris; i++) {
77 for (
int i = 1; i < vert_count; i++) {
87 int tri_count = vert_count - 2;
89 for (
int i = 0; i < tri_count; i++) {
98 for (
int i = 0; i < vert_count; i++) {
blender::gpu::Batch * GPU_batch_create_ex(GPUPrimType primitive_type, blender::gpu::VertBuf *vertex_buf, blender::gpu::IndexBuf *index_buf, eGPUBatchFlag owns_flag)
void GPU_batch_discard(blender::gpu::Batch *batch)
void GPU_batch_program_set_builtin(blender::gpu::Batch *batch, eGPUBuiltinShader shader_id)
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(eGPUFaceCullTest culling)
void GPU_depth_test(eGPUDepthTest test)
#define GPU_vertbuf_create_with_format(format)
void GPU_vertbuf_attr_fill(blender::gpu::VertBuf *, uint a_idx, const void *data)
void GPU_vertbuf_data_alloc(blender::gpu::VertBuf &verts, uint v_len)
Read Guarded memory(de)allocation.
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)