48 for (
int i = 0; i < info->
ntris; i++) {
90 for (
int i = 1; i < vert_count; i++) {
100 int tri_count = vert_count - 2;
102 for (
int i = 0; i < tri_count; i++) {
110 immBegin(primitive_type, vert_count);
111 for (
int i = 0; i < vert_count; i++) {
void GPU_batch_discard(GPUBatch *)
void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id)
GPUBatch * GPU_batch_create_ex(GPUPrimType prim, GPUVertBuf *vert, GPUIndexBuf *elem, eGPUBatchFlag owns_flag)
void GPU_batch_draw(GPUBatch *batch)
#define GPU_batch_uniform_4fv(batch, name, val)
struct GPUIndexBuf GPUIndexBuf
void GPU_indexbuf_init(GPUIndexBufBuilder *, GPUPrimType, uint prim_len, uint vertex_len)
GPUIndexBuf * 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)
struct GPUVertBuf GPUVertBuf
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len)
void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data)
Read Guarded memory(de)allocation.
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a color
__forceinline const avxb select(const avxb &m, const avxb &t, const avxb &f)
void wm_gizmo_vec_draw(const float color[4], const float(*verts)[3], uint vert_count, uint pos, uint primitive_type)
void wm_gizmo_geometryinfo_draw(const GizmoGeomInfo *info, const bool UNUSED(select), const float color[4])